On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore <timoor...@gmail.com> wrote:

> I think skirts at a slightly less-than-vertical angle are the way to go. It
> doesn't matter if skirts of adjacent tiles intersect.
>

If I had to pick a way to handle the seams between different LOD tiles, I
think I'd lean towards skirts too ... angles slightly out shouldn't hurt
anything, I like that idea.  I would create a skirt that replicates the
edge, but extending down some safe distance and then out just a small bit.
 The color and texture coordinates for the bottom of the skirt should
duplicate that of the matching edge.


> I don't think we need to do anything too fancy. I'm a fan of "Chunked LOD"
> approaches that switch in different pieces of a mesh instead of changing
> discrete polygons. But a real LOD scheme that goes all the way out to the
> full earth would let us fully integrate with OSG's DatabasePager and allow
> us to easily support terrain paging for multiple views.
>

Yes, there definitely are reasons a LOD scheme would be nice to have.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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