PGD Home

P-152: Virtual World Concept Update 33: Chunked Levels of Detail Using Quad Trees Part 2

by on Jun.14, 2015, under Astral Realms, Software Engines, Spiritus Astrum

I have made some progress with this.

I have implemented my quadtree test program into my T3D Spherical Terrain project, and verified that it is working.

I am now working to integrate it with the raw vertex data for the Spherical Terrain instance.

This is progressing slowly. I first have to modify the existing system so that instead of filling a vertex list and then rendering that vertex list, it first create several vertex lists, and loadsĀ them into a quad tree.

Then, during rendering, it selects a subset of those vertices using a distance based algorithm, and loads those into a vertex buffer for rendering.

This will take a lot of work to implement, but it should be possible.

Facebooktwitterredditpinterestlinkedinmail

Comments are closed.

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!