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WIP: TIN terrain system - 95% complete
Replaces heightfield with Cesium Quantized Mesh format (TIN).
Full replacement, not hybrid - TIN is the only terrain format.
Implemented:
- Format: quantizedmeshformat.h, quantizedmeshreader.h
- Triangulator: terraincooker_tin.{h,cpp} using CDT
- Cooker: terraincook now generates TIN by default
- Loader: terraintileloader fully rewritten for TIN
- GPU pool: terraintilepool_tin (VBO/IBO per tile)
- Renderer interface: terrainclipmap.cppm updated
- Shaders: terrainclipmap_tin.{vert,frag}
- Documentation: 5 comprehensive markdown files
Remaining:
- terrainclipmap.cpp render() method (partial, needs completion)
- Build testing and integration
- See TIN_INTEGRATION_GUIDE.md for next steps
Stats: 2700+ lines new code, ~50% vertex reduction expected
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TIN_RENDERER_PLAN.md
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TIN_RENDERER_PLAN.md
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# TIN Renderer Migration - Full Replacement
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## Status: Loader Complete, Renderer Next
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### ✅ Complete
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1. **Format** (`quantizedmeshformat.h`) - Cesium Quantized Mesh spec
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2. **Triangulator** (`terraincooker_tin.{h,cpp}`) - CDT + LOD generation
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3. **Cooker** (`tools/terraincook/main.cpp`) - `-cook` now generates TIN by default
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4. **Loader** (`terraintileloader.{cppm,cpp}`) - Reads `.qm` files, dequantizes vertices
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### 🚧 Next: Renderer (`rendering/terrainclipmap.{cppm,cpp}`)
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#### Current State (Heightfield)
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```cpp
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// Texture arrays per LOD
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terrain_tile_pool (GL_TEXTURE_2D_ARRAY)
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- heights: R16
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- materials: R8
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// Shader samples texture
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layout(binding = 0) uniform sampler2DArray heights;
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vec4 h = texelFetch(heights, ivec3(x, y, layer));
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```
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#### Target State (TIN)
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```cpp
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// Vertex buffer per tile
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struct tile_vertex {
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glm::vec3 position; // 12 bytes
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glm::vec2 uv; // 8 bytes
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std::uint8_t material;// 1 byte
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std::uint8_t pad[3]; // alignment
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}; // 24 bytes per vertex
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// Index buffer per tile
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std::vector<std::uint32_t> indices;
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// Shader gets attributes
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in uint material_idx;
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```
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### Implementation Plan
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#### Phase 1: Replace `terrain_tile_pool`
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**Current** (`rendering/terraintilepool.cppm`):
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- Manages texture array layers
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- Upload = `glTexSubImage3D` to layer
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**New** (`rendering/terraintilepool_tin.cppm`):
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```cpp
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class terrain_tile_pool {
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public:
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struct tile_handle {
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gl::buffer vbo; // vertex buffer
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gl::buffer ibo; // index buffer
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std::uint32_t vertex_count;
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std::uint32_t index_count;
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};
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tile_handle upload(
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std::vector<double> const &positions_x,
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std::vector<double> const &positions_y,
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std::vector<double> const &positions_z,
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std::vector<float> const &uvs_u,
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std::vector<float> const &uvs_v,
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std::vector<std::uint8_t> const &materials,
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std::vector<std::uint32_t> const &indices,
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glm::dvec3 const &origin // for relative positioning
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);
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void free( tile_handle const &Handle );
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};
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```
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#### Phase 2: Adapt `terrain_clipmap::render()`
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**Current flow**:
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1. Frustum cull tiles → instance list
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2. One instanced draw per LOD
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3. Shader computes vertex from `gl_VertexID`
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4. Shader samples heightmap texture
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**New flow**:
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1. Frustum cull tiles → draw list
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2. For each tile:
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- Bind its VBO/IBO
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- `glDrawElementsBaseInstance` with tile's transform
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3. Shader receives vertex attributes directly
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**Key change**: From massive instanced draw to per-tile indexed draws.
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#### Phase 3: Update Shaders
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**terrainclipmap.vert** (before):
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```glsl
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// No vertex input - compute from ID
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layout(location = 0) out vec2 vUV;
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void main() {
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int x = gl_VertexID % sideLength;
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int y = gl_VertexID / sideLength;
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// Fetch height from texture
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float h = texelFetch(heights, ivec3(x, y, layer), 0).r;
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vec3 pos = vec3(x * gridStep, h, y * gridStep);
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vUV = vec2(x, y) / float(sideLength);
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gl_Position = projView * vec4(pos + instanceOffset, 1.0);
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}
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```
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**terrainclipmap.vert** (after):
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```glsl
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// Vertex attributes
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in uint aMaterial;
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layout(location = 0) out vec2 vUV;
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layout(location = 1) flat out uint vMaterial;
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uniform vec3 uTileOffset; // from instance data
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void main() {
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vUV = aUV;
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vMaterial = aMaterial;
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// Position is already world-space, just offset to camera-relative
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vec3 pos = aPosition + uTileOffset;
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gl_Position = projView * vec4(pos, 1.0);
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}
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```
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**terrainclipmap.frag** (minimal change):
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```glsl
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// Material lookup stays the same
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layout(binding = 1) uniform sampler2DArray groundTextures;
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layout(location = 0) in vec2 vUV;
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layout(location = 1) flat in uint vMaterial;
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void main() {
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vec4 color = texture(groundTextures, vec3(vUV, vMaterial));
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fragColor = color;
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}
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```
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### Critical Details
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#### 1. **Camera-Relative Rendering**
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Heightfield stored absolute positions in camera-relative space per frame.
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TIN vertices are **world-absolute** - subtract camera pos in shader:
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```cpp
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// In clipmap::render()
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glm::dvec3 camera_pos = Viewpoint;
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// Per tile:
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glm::vec3 tile_offset = glm::vec3(
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tile_center - camera_pos // double → float is safe at this range
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);
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shader.uniform("uTileOffset", tile_offset);
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```
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#### 2. **LOD Morphing**
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Heightfield morphed in shader between LOD levels.
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TIN has **separate geometry per LOD** - just render appropriate one.
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```cpp
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// Select LOD based on distance (existing logic)
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std::uint32_t lod = level_for(distance);
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// Fetch tile at that LOD
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auto tile = m_tiles[make_key(x, z, lod)];
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```
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#### 3. **Edge Stitching** (Phase 2)
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Edge cracks between LOD levels need special handling:
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```cpp
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// Along tile borders, sample neighbor's edge vertices
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// Use edge indices from payload
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if (on_north_edge && neighbor_lod > my_lod) {
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// Fetch position from neighbor's south_edge
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position = neighbor_south_edge[edge_index];
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}
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```
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This can wait - without it, there might be thin cracks but rendering works.
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### Files to Modify
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```
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rendering/terrainclipmap.cppm - Main renderer
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rendering/terrainclipmap.cpp - Implementation
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rendering/terraintilepool.cppm - Replace texture pool with buffer pool
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rendering/terraintilepool.cpp - Implementation
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shaders/terrainclipmap.vert - Vertex shader
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shaders/terrainclipmap.frag - Fragment shader (minimal)
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```
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### Files to Remove (Later)
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```
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scene/heightfieldformat.h - Old format
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scene/heightfieldreader.h - Old reader
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scene/terraincooker.h - Old cooker
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rendering/terrainground.cppm - May be reusable for material textures
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```
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### Testing Strategy
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1. **Render single tile**
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- Load one `.qm` file
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- Upload to VBO/IBO
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- Draw with simple shader
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- Verify vertices appear at correct world positions
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2. **Render LOD 0 only**
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- Load all tiles at finest LOD
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- No morphing, no stitching
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- Check coverage, no gaps
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3. **Add LOD selection**
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- Distance-based LOD (reuse existing formula)
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- Verify coarser LODs appear at distance
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4. **Add edge stitching**
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- Use edge indices
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- Eliminate cracks
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5. **Performance comparison**
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- Frame time vs old heightfield
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- Memory usage
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- Load time
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### Next Session: Implement Phase 1
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1. Create `terrain_tile_pool_tin.{cppm,cpp}`
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2. Modify `terrain_clipmap::upload()` to use new pool
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3. Modify `terrain_clipmap::render()` for per-tile draws
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4. Update shaders
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**Estimate**: 4-6 hours for working render, another 2-3 for edge stitching.
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---
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**Ready to start renderer implementation now.**
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