P-152: Virtual World Concept Update 57: Chunked Levels of Detail Using Quad Trees Part 25
I have decided not to implement the test case for the Chunked Level of Detail system, and move straight to implementing the changes to my existing spherical terrain code. I made this decision because I believe I understand the concepts well enough now to be able to implement them directly, without a test case being necessary, and because a standalone test case would have take considerable time to implement.
I have already begun implementing the changes to my existing code. I am expecting this to be a long process, but the initial results are good. I have created the new quadtrees and the vertex buffers to go along with them. I have also debugged and tested a lot of the code, and fixed some bugs. I am still having some issues with the changes which are preventing the code from running, but these are hopefully minor.
The main problem will be to create the actual levels of detail themselves. At the moment I am creating the Spherical Terrain at a single resolution, but to make the CLOD algorithm work, I will need to create a separate resolution for each tier. I now know how to store the vertices for these resolutions, but it will be very difficult to modify my existing code to generate, essentially, multiple “copies” of the terrain at each detail level.
So far however, things seem to be progressing well.

