rendering using geomipmapping. View screenshots
here. Demo and
source now uploaded.
View the readme file here.
level of detail using GeoMipMapping
based frustum culling
rendering with NV Var Fence where supported
rendering with texture_env_combine where supported
code and executable (Win32) available
For best results when running the demo, set screen
mode to 32 bit colours (see the readme
geomipmapping technique is based on a this
paper by Willem H. de Boer.
hierarchical visibility technique is based on
paper by A. James Stewart.
texture splatting technique is based on this
paper by Charles Bloom.
VAR Fence extensions are described on nVidia's
web site here
are some notes on landcape texturing and lighting
and GeoMip level selection here.