hehe you might have somthing there. I've been looking at various CLOD techniques that could be used for <GL4.0. The only ones I'd be happy with from a technical stand-point are either a GPU optimized Geo-Clipmapping :
http://research.microsoft.com/~hoppe/gpugcm.pdf
or this :
http://vertexasylum.com/2010/07/11/o...ndering-paper/
The latter looks suprisingly similar in wireframe mode as my GL 4 technique and by my rough estimates is not that far off the FPS. However, it requires extensive pre-processing of the terrain dataset and does *far* more work on the CPU (which is not quite fair, the techniques I've employed (very nearly) don't use the CPU at all)
And to top it all off, it's complicated to implement although a port of the source provided would be possible given enough Direct3D research.
So to support older cards for the terrain, I'll simply brute force render (with a bit of culling) and drop both the poly count and the draw distance (like I'm doing) until it matches the FPS.
If I did implement an alternate CLOD for older cards, I would most likely choose geo-clipmapping as I can use the same dataset as I use now without the pre-processing of the preffered technique. (it really is very impressive though, check it out if you have the time)
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