A massively updated LOD algorithm.
- uses square meshes instead of spherical
- faster shader
- planet is Earth-sized (100x larger than before)
- simple spherical lighting
- updated depth buffer
- updated camera
I'm still having some issues with Z-fighting as well as floating point error.
Here is a quick video of a procedural planet I made in XNA. It uses real-time Perlin Noise in the vertex shader through 8 octaves of fractional Brownian motion (fBm). The LOD algorithm is my own, but it is inspired by Spherical Clipmaps.
Here is my terrain algorithm it motion in wireframe mode so you can easily see how it is structured. I locked the LOD at level 8, so it never changes the actual level of detail. It is mainly to show how the squares are setup and moved.