P-152: Virtual World Concept Update 56: Chunked Levels of Detail Using Quad Trees Part 24
I have made significant progress with my research into Spherical Terrain, and it seems that I have made some fundamental errors with my current implementation.
I have learned that, firstly, each of the six faces of the quad sphere need to have their own quad tree. This means that I need to have six quad trees, not one.
Secondly, since each face of the quad sphere has it’s own quad tree (and it’s own list of vertices) the problem essentially becomes a flat terrain problem, and not a spherical terrain problem, since each face of the quad sphere is essentially a conventional flat terrain.
Thirdly, I believe that each node of the quad tree corresponds to a square face, or quad, and not a triangular polygon. So, the first tier of the quad tree, which has one node, will contain 4 vertices (in order to render a quad) and not 3 (in order to render a triangle) as in my current implementation.
Subsequent tiers will follow this same pattern, with each node representing a quad, not a tri.
That will create the “Chunked Level of Detail” system that I have been trying to hard to achieve, each tier will be a full renderable mesh, each one more detailed than the last.
I then simply need to iterate through each tier, and render the nodes according to the distance between the player and that node. Nodes further away can be rendered at low detail, nodes closer to the player can be subdivided and rendered at high detail.
I believe I have enough information to make the necessary changes to my code, but first, I think I may create a simple test case, to make sure I understand this fully. I could create a very simply flat shape,with a quad tree, which subdivides according to the distance between the camera and the shape. I wouldn’t need collision, texturing, spherical terrain, etc, just a flat shape. I will look into this as the next step.