Quote Originally Posted by JSoftware
maybe nurbs or splines would help in this case? calculating triangle splitting or collapsing in realtime would be inefficient.
Building triangles from splines is still plenty of work.
What?¢_Ts the difference if it?¢_Ts for terrain? You?¢_Tre terrain should be partitioned anyway for frustum culling, so you might as well have multiple lod versions of those partitions and when rendering select the appropriate versions according to distance to camera.
Building triangles from splines is still plenty of work