hmm, lot of popping and such.
any reason why this is superior to the adaptive subdivision modifier, by Kai Kostack?
(started as script, eventually coded as modifier, but never stable enough to commit)
Interesting indeed, would be a great companion with the displacement modifier.
Anyway to combine this with catmull-clark subdivision the subsurf modifier uses to make something like an adaptive subsurf (so round objects would look uniformly round no matter how close it’s seen?
I wonder if this could work together with Brecht’s per-tile subdivision code in the render25 branch, maybe allow that high quality displacement feature to enable micropolygon quality displacement for the displacement modifier?
At this time it has been developed in Blender2.5, but it is not a Python script (reason: speed-up and less memory footprint). I have a linux64 build ready for anyone who want to test it. I can supply a patch for people who can build themselves.
This is awesome, very powerfull technology for the furure BGE , with this blender would take over some positions in the engines competence, would be also very interest a method to do the opposite, reduce the polys in the far distance.
I have checked. The durian branch has similar technology, but for the whole scene. I have created a new test (removed the popping) and is really nice. Will wait for the BGE redesign before implementing this in the gameengine