I'd like to implement a level of detail algorithm for my polygons into my 3d engine. What I got is the following:
1. An entity with multiple amounts of polygons, e.g.:
House:
1. -Entity1: 10000 polygons viewrange[0,100]
2. -Entity1: 5000 polygons viewrange[100,300]
3. -Entity1: 800 polygons viewrange[300,1000]
4. -Entity1: 100 polygons viewrange[1000,infinity]
Usually, I would create a new VAO including the VBO's for each Entity but is there a smarter way of implementing this? Could I use only one single VAO and adjust the level of detail by changing the indices buffer?
I created an example. I am dealing with terrain grids at the moment and need to apply LoD to them:
Example for different indices buffer, but how would I swap them? Is that efficient?
What is the best way for implementing LoD in OpenGL? Do I need multiple VAO's or is one VAO enough?