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A repo for my research on planet rendering in c++ | opengl **Now runs on Linux**

Home Page: http://www.leah-lindner.com/blog/

License: MIT License

C++ 86.71% GLSL 10.17% C 0.07% Lua 3.05%
cdlod cross-platform-game cross-platform-graphics frustum-culling graphics-programming lod opengl rendering-3d-graphics terrain

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planetrenderer's Issues

Index out of range in the shader

The recursion can stop on the level 0. In the shader, in that case, you examine the table lut on indice -1. You can see that by not calling the recursion, but just directly put an icosaedron triangle in the buffer. You will see that the morphing is inversed.

Both issues had been resolved in https://github.com/Niverton/CDLOD

Triangulator::SplitHeuristic Alterning Split/SplitCull

Split heuristic do not permanently stop to examine frustum culling when it should. You can see that by lunching the recursion over only one triangle of the icosahedron and only continuing the recursion over one son, and print the splitEuristic result.

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