View Full Version : Limit of terrain rendering with Projected Grid

07-30-2012, 10:47 PM
For fun purpose, I'm developping my own graphical engine based on OpenGL ES 2.0 on Android.

I want to integrate an "infinity" terrain procedural rendering. There is a lot of possibilities, I don't know where to start, I think about :

- Procedural terrain with Simplex noise map generation (already implemented)

- Projected grid (from screen to domain (spherical/planet)) for mesh rendering LOD accorded to this paper http://www.cse.unr.edu/~fredh/papers/working/ISVC2011/paper.pdf

Anyone have worked with projected grid for terrain/water ? Is there limitations ? (volume shadow, integration with physics (Bullet))

Finaly, is there a better technic than projected grid ? (I need LOD, less CPU, more GPU)

Thank you very much and sorry for my poor english ;)