P-152: Virtual World Concept Update 61: Chunked Levels of Detail Using Quad Trees Part 29
Unfortunately, I have not solved the quad rendering issue, as I had hoped. I am not certain how exactly to solve this problem.
The code changes that I implemented worked for low resolutions of the spherical terrain, but produced the same pattern of gaps when I increased the resolution.
I had assumed that the problem was with the creation of the points for the spherical terrain. Upon investigating this, I discovered that these points seem to be correct.
I plotted the points in gnuplot (one or two faces at at time) and, as the below graphics show, there they seem to be correctly lining up, with no seaming.
I have found several errorsĀ in my implementation of the complex algorithms underpinning the spherical terrain, and I have corrected these. This hasn’t fixed the issues, but it has made my code more efficient, and should make debugging much easier.
I believe the issues must have something to do with the fact that I am trying to render faces in quads (4 points) rather than tris (3 points), since the terrain system seems to work ok with the previous system, which used tris.







