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0fps.net
Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... |
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www.calebleak.com
Comparing four quad-based techniques for rendering cube voxels: display lists, VAOs, and geometry shaders, with performance benchmarks. |
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simonstechblog.blogspot.com
[ Updated on 25-2-2013 : added a paragraph about lowering the voxel update frequency for faster dynamic update. The demo also added a combo... |
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learnopengl.com
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners. |
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