P-152: Virtual World Concept Update 55: Chunked Levels of Detail Using Quad Trees Part 23
My attempts to implement a parsable, optimised, quad tree are not progressing well.
As I discussed in recent posts, I have implemented the spherical terrain, and the quad tree. However, I can not seem to reliably iterate or parse through the quad tree, in order to produce a list of vertices within range of the player to render.
I am going to have to go back a few steps and look at this from another perspective, to try to figure where I am going wrong. There are likely some conceptual issues caused by gaps in my knowledge that are causing problems here.
I need the quad tree optimisations in order to increase the resolution of the terrain. Currently, I am only capable of rendering the terrain is a low resolution which is not enough for even a simple project.
