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Hi,
Thanks for posting the source. I haven't taken the time to even try to understand it, I admit. But I enjoyed being able to look it over and get a . . . sort of general feel for how it was put together.
I was wondering, I noticed you tend to 'de-res' the planets, not based on strict distance from the camera, but also somehow based on the angle relative to the camera - so that as the camera starts to look away from a planet--even if the planet is nearby--the planet will start to de-res as it shifts off the edge of the screen. I was wondering if this is intentional? Or possibly an artifact of how your are doing the distance calculation?
Also, I was noticing how smooth around your planets are up close. And it got me to thinking that - that seems to be the most discernable feature of the increased resolution / level-of-detail: that the edges become so smooth. (Of course, more polys will make the lighting / lit surface nicer too if vertex lighting is used...) But the point was going to be, do you (or anyone) know if there are algorithms out there for increasing the mesh detail at the "edges" of the surface of the sphere, relative to the camera orientation, while being able to leave the "rest" of the sphere at a more "coarse" level of detail--that is, an uneven sort of subdivision, concentrated at the "edges" of the sphere?
Thanks! (just curious)
Bill
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