Continuous LOD Terrain Renderer!

A Continuous Level Of Detail Terrain renderer. This project uses Roettgers Algorithm to render a height feild terrain while adapting the mesh based on point of view and terrain roughness.

Here's a wireframe screen shot of the distance based LOD in action. The view point in this scene is the corner near the bottom of the image (a little out of view). Notice how the area near the viewpoint uses the most detail (high number of triangles). As the distance to the viewer increases the detail decreases. This system is totaly dynamic and updates every frame as the viewpoint moves. It uses triangle fans and intrinsically performs T-junction elimination as the mesh is created. Download.

Here's a wireframe screen shot of the roughness based LOD (with the distance based LOD disabled). Rough parts of the terrain are rendered with more triangles to preserve detail while flat areas use larger ones.

And one with filled poly's, a terrain texture, and a skybox.