P-152: Virtual World Concept Update 46: Chunked Levels of Detail Using Quad Trees Part 14
I have made some progress with the Quad Tree Integration. I believe I have partially working support for culling in the terrain code. As the user moves around the world, the code will take note of the players position, and only render a small subset of the terrain a certain distance from the player.
This is a major step forward, but there is a lot of work to be done with this. There is heavy distortion visible, and at certain angles and positions the terrain will not render correctly at all.
I believe the issue may be due to the vertices being added to the render list in a different order to the order that they should be in, resulting in incorrect and distorted polygons being drawn.
I will need to do further research to resolve this.
I think I am making slow, albeit steady progress with the spherical terrain. It is taking a lot longer than I thought, but it is an essential feature of the project, and hopefully, once this is done, the other main features will be much faster to implement.
