Terrain Dynamic LOD - Part 2

Terrain Dynamic LOD - Part 2

Eddie Lee

Slightly improved version of my terrain implementation. Has "stitching" with the index buffers so that there are no cracks when the levels of detail changes. The total terrain has raw data of 4096x4096 number of vertices, which is way unrenderable without dynamic LOD. Also uses frustum culling on a quad-tree in order to speed up performance.

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