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XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 2 ■ SETTING UP DIFFERENT CAMERA MODES IN YOUR 3D WORLD
121
2-11. Create a Real-Time Camera-Dependant
Optimally Adapting Mesh (ROAM) Terrain
The Problem
Although you can use a quadtree mechanism as described in recipe 2-10 to make sure that
XNA renders only those patches of the terrain that are in sight of the camera, this approach is
not optimal. The patches that are far away from the camera are still rendered in the same high
detail as the patches close to the camera. Some of the triangles that are being rendered will
occupy less than even a single pixel on the screen.
Therefore,youwantaLevel-Of-Detail(LOD)approachsothatpartsoftheterrainthatare ...
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Publisher Resources

ISBN: 9781430218555Purchase Link