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Answer: Level of detail wise, the terrain does not render with any sophisticated geometry morphing situation. That’s one of those things that for years I think most of the research that’s gone into has been wasted. Geometry level of detail on terrain…there have been thousands of papers written about it, and I honestly don’t think it’s all that important. The way the hardware works, you’re so much better off setting down a static mesh that’s all in vertex and index buffers, and just letting the hardware plow through it, rather than going through and having the CPU attempt to do some really clever cross blended interpolation of vertices.
Ovo zvuci sasvim realno - toliko truda oko raznih roam-ova i slicnih dynamic CPU-based LOD tehnika, a sve besmisleno (osim za neke ekstremne situacije) jer, a) GPU je extra brz i moze da iscrta 1-level mesh sa toliko trouglova da neki CPU-based algoritam, iako ima LOD, daje losije rezultate, i b) CPU-based mesh generation zahteva dynamic mesh update (makar dinamcni index buffer), a to je dodatni performance killer.