At first I tried the SOAR algorythm for terrain (an very good example can be found at
http://galfar.vevb.net/wp/projects/terrain-rendering/) but finally I came up with my own idea of LOD: I devide the whole terrain in 1024 regions (32*32) and create for each region two precompiled OpenGL lists, one in full quality (for close regions) and another in low quality (less trianges for far regions). I also calculate the bounding sphere for each subdivision and check if it is inside the view area to render it. This technique is neither elegant nor as accurate as the SOAR algorythm, but surprisingly is much faster
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