A WebGL-enabled browser is needed to run the examples.
Refer to this page for a quick HOWTO.
This demo streams a large multiresolution terrain, managing an internal cache and a request queue, using frustum culling and projected error for prioritizing hierarchy nodes.
The original dataset can be found here.
A vertical exaggeration factor of 2X has been introduced to enhance small features.
Key "1" : Toggle Textured Geometry
Key "2" : Toggle Nodes Bounding Boxes
Key "3" : Switch Filled / Wireframe
Key "Q/E" : Increase/Decrease Altitude
Key "W/S" : Increase/Decrease Pitch
LeftMouseButton + MouseMove : Move Around
MouseWheel : Dolly
Shift+R : Reset Viewpoint