P-152: Virtual World Concept Update 59: Chunked Levels of Detail Using Quad Trees Part 27
I have made a lot of progress with this project. I am currently attempting to render the terrain with six quad trees, one for each face, with every single node being a quad, and not a tri.
Rendering from six quad trees was actually surprisingly easy, however, I have run into serious problems when trying to render the terrain using quads instead of tris.
It seems that there is some kind of serious pre-existing bug that I didn’t notice before in the code. This bug is causing gaps to appear between the individual faces of the spherical terrain.
Fixing this involves modifing the very complex equations at the heart of the terrain rendering, which is taking a lot of time.
However, this bug would have needed to be fixed anyway, and implementing quad rendering is necessary for the next step in the project.
I have also significantly optimised and cleaned up the code, while working on this bug, which is also something that would have had to have been done.
The code is now more streamlined, neat, and efficient.





