Demonstrates how to use terrain.
The base terrain class it uses is TerrainQuad, which is a quad tree of actual
meshes called TerrainPatches.
There are a couple options for the terrain in this test:
The first is wireframe mode. Here you can see the underlying trianglestrip structure.
You will notice some off lines; these are degenerate triangles and are part of the
trianglestrip. They are only noticeable in wireframe mode.
Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and
then blended together to reduce distortion and stretching.
Third, which you have to modify the code to see, is Entropy LOD calculations.
In the constructor for the TerrainQuad, un-comment the final parameter that is
the LodPerspectiveCalculatorFactory. Then you will see the terrain flicker to start
while it calculates the entropies. Once it is done, it will pick the best LOD value
based on entropy. This method reduces "popping" of terrain greatly when LOD levels
change. It is highly suggested you use it in your app.
Do not call manually.
Callback from ContextListener.
Initializes the Application, by creating a display and
default camera. If display settings are not specified, a default
640x480 display is created. Default values are used for the camera;
perspective projection with 45° field of view, with near
and far values 1 and 1000 units respectively.