P-152: Virtual World Concept Update 30: Spherical Terrain: Chunked LOD
I have made some progress with researching CLOD. It seems quite tricky to implement, but essentially, the data is stored in a quadtree. This quad tree is created at design time, and does not need to be recalculated every tick.
The algorithm then selects patches from the quad tree based on an error calculation. Patches further from the player are at a lower level of detail, while patches close to the player are in full detail.
I understand the basic concept, but before I can implement this, I have to figure a few more things out. For example, are the different LOD’s of the mesh stored in different quadtrees? Or are they somehow combined into the same quadtree? Does each patch get it’s own vertex buffer, or are they combined into one?
I will need to continue my research on this.