Shows a terrain with lod based on clipmaps but with an octree like procworld (so no stitching chunks or continuous scrolling)
        public void EstimateLodDensitySamplingPerformance()
        {
            var env = new TerrainLodEnvironment();


            // At the moment of writing we averaged 3 densities per cell for 16x16x16, but lets assume its 1 (when alot of single material chunks exist)

            var numMeshes = 500;
            var numIts    = 32;

            var extraSimulate = 10; // Do the test 'extraSimulate' times to make it more accurate, but this is again subtracted from total later

            estimateSamplingPerformance(extraSimulate, numIts, env, numMeshes);
        }
        private static void estimateSamplingPerformance(int extraSimulate, int numIts, TerrainLodEnvironment env, int numMeshes)
        {
            var perf = PerformanceHelper.Measure(() =>
            {
                for (int j = 0; j < extraSimulate; j++)
                {
                    for (int x = 0; x < numIts; x++)
                    {
                        for (int y = 0; y < numIts; y++)
                        {
                            for (int z = 0; z < numIts; z++)
                            {
                                var value = env.densityFunction(new Vector3(x, y, z));
                            }
                        }
                    }
                }
            });


            Console.WriteLine("Time for {0}x{0}x{0}: {1}", numIts, perf.Multiply(1f / extraSimulate).PrettyPrint());
            Console.WriteLine("Time for 32*1024 with lod: " + perf.Multiply((float)numMeshes / extraSimulate).PrettyPrint());
        }
        public void TestLodEnvironment()
        {
            var env = new TerrainLodEnvironment();

            env.LoadIntoEngine(EngineFactory.CreateEngine());
        }