three-landscape
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Adaptive mesh density
using a BTree + based longest edge subdivision would allow for dynamically controlling mesh density either by distance from camera or some other criteria while avoiding gaps caused by T-junctions in quad-tree based solutions.
got a basic cpu based B-tree working
Initial attempts were not fast enough to recalculate the mesh as the camera moved around or had other draw backs like visible 'pop-in' as geometry detail increased so I've not merged them into main.