P-152: Virtual World Concept Update 58: Chunked Levels of Detail Using Quad Trees Part 26
I have successfully modified my existing spherical terrain system to render the world using six quad trees instead of one. All code changes for rendering a single level of detail are done, with the exception of some debugging (There are some missing vertices in the final terrain mesh, caused, I believe, by the terrain loading loop for each face terminating one step too soon).
The next step is to convert the tri-based rendering system to quad-based. At the moment, each node contains a list of three points, which are rendered as a triangle. However, in the new system, each node should render a square, or a quad. This is because each node corresponds to one grid location on the surface of the terrain. To render a quad, I need four points, not three.
This should not be hugely difficult to implement, however, I will need to change the quad-sphere generation parameters to generate four times as many points, so that the actual resolution of the terrain doesn’t change. For example, to generate a 4096*4096 terrain, I will actually need (4096*4096)*4 points.
The main challenge is still ahead, which is the actual detail level implementation.





