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Alex Rivera
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I'm finishing up on a 3D planet with ROAM (continuous level of detail). My goal now is to have good quality render using textures. I'm trying to find a way I can use a tiling system (small good textures combined), but in a way I can take advantage of my CLOD mesh. Current algorithms (from what I've found) using this tiling systems produce a huge texture and then direcly apply it. That is not what I want... the planet is very big, and I want more power than simply increasing the texture size. Is there any known algorithm/opengl feature for this kind of stuff? I don't know much about shaders, but Is it possible to create one that paints a objects alone... I mean, not giving the texcoords, but putting the right color for every pixel (not vertex) of the mesh? PS: My world is built using perlin noise... so I can get the height in any world point (height map with infinite resolution)
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