P-152: Virtual World Concept Update 41: Chunked Levels of Detail Using Quad Trees Part 10
I have included some pictures from my testing of the new quad tree implementation.
The images show testing of various different resolutions of the terrain. The highest resolution below hasĀ 63,504 vertices, and it’s associated quad tree has a size of 65,536 vertices (4^8).
This is the highest resolution that I can render on my hardware without optimisation.
As can be seen, the entire terrain is rendered, even the parts that can’t be seen.













