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/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
