P-152: Virtual World Concept Update 34: Chunked Levels of Detail Using Quad Trees Part 3
I have recoded the rendering pipeline for my spherical terrain. Instead of rendering the spherical terrain directly to a vertex buffer (which is very slow) it instead renders it to a data structure that I have created. This data structure is then copied to a vertex buffer for rendering onto the screen.
I now need to replace this data structure with the quad tree containing the different levels of detail (or “tiers”) of the spherical terrain. I can then use a fast distance-based algorithm during the rendering pass to extract only the visible pixels from the quad tree and add them to the vertex buffer for rendering.
So far, the process seems to be working out ok, but I am still not certain if the overall concept will work.
