P-152: Virtual World Concept Update 35: Chunked Levels of Detail Using Quad Trees Part 4
I am still working on the integration of the quad tree optimisations with the spherical terrain code.
I have uncovered a problem with this implemention. The quad tree requires the data to be a power of 4. Each tier is 4 times more complex than the last, so the first tier has 1 element, the second has 4, the third has 16, the fourth has 64, and so on.
However, the existing spherical terrain implementation does not follow this pattern. It is divided into six sections, with each section corresponding to a face of the quad cube. These sections have a non-power of 4 value.
I will need to recode the algorithm to produce a vertex list that is both power of 4, for the quad tree, and is also evenly divisible by 6, to allow it to be broken into six equal sections for the quad cube.