Continuous Level of Detail

Various continuous Level-of-Detail algorithms combined into one project for the purpose of testing. One is similar to an implementation of clip-mapping. Another was taken from a Game Developer demonstration, though I don't think I ever finished its implementation.

I believe the most effective algorithm that came out of this was one that simply reduced distant tile sets by power-of-two and linearly blended vertices together between tile sets.

Downloads

Download the Source Code Here (last updated 2009 Oct 10 16:36:37)
Download the Windows Binary Here (last updated 2009 Oct 10 16:36:40)

Source Code Dependencies: M_System3D, M_Math3D, M_Foundation