On Mon, Nov 8, 2010 at 1:16 PM, Florian Bösch <[email protected]> wrote:

> I was interested in the topic, and because there's a dearth of
> information about it online, I wrote a howto after figuring it out.
>
> http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/
>

Very nice tutorial! Tessellation is certainly under-documented thus far - I
had to dig pretty deep initially to get it working.

I can see the benefit for simple terrain rendering, but I don't really like
the constant grid of 128x128 chunks. For one thing, it seems like
unnecessary overhead for distant chunks, but mostly my planets are just too
big to store a static grid (would be somewhere on the order 2^48 patches).

Have you considered combining your tessellated chunks with some sort of
quad-tree LOD structure, to reduce the number of actual patches rendered in
the distance?

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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