scale - rendering dramatically different sized objects in opengl -


i making game opengl (c++) player begins in solar system populated planets approx. 500 'real' kilometers across, , can land on 1 of them detailed @ approx. 2 polygons per meter.

my question how can achieve variation in size continuously without having use loading screen?

my question how can achieve variation in size continuously without having use loading screen?

load geometry/textures in separate thread(s) using pointers glmapbuffer() , hope glunmapbuffer() doesn't stall primary thread long.


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