P-152: Virtual World Concept Update 81: Chunked Levels of Detail Using Quad Trees Part 48
I have created a very short video clip showing off the subdivision code as it is now. I am only rendering one face of the quad tree, but the subdivision seems ok. The terrain is being divided into quads based on the proximity of the player to the camera.
The main issues now are that the terrain is not seamlessly integrating the multiple levels of detail (The terrain in the video is only rendering one detail level), also, the terrain seems to subdivide in reverse order. The more complex tiers are rendered the further the player move from the camera, and the less complex tiers are rendered as the get closer. I am not certain why this occurs, but I am making progress with this.