I have two questions.
Do I have to care about many objects with many polygons when they are not visible? Do I have to detache them oder disable them? Or does the engine handle that for me (clipping?)?
How can you realize smooth texture transitions? I have terrain build upon triangles. When I apply different textures they have pretty hard transitions of course.
Well jme use frustrum culling.
Looka t the terrain example, they use a shader for that.
Thanks Empire Phoenix,
they use an alphamap. My terrain is dynamically generated though. A generated alphamap would be very huge and computationally intensive. My knowledge with computer graphics is not good enough to come up with an own idea. Could someone assist with an idea or a catchword?