P-152: Virtual World Concept Update 67: Chunked Levels of Detail Using Quad Trees Part 35
I believe I have managed to get multiple detail levels working.
I have not yet implemented the code to add each detail level to each tier of the quad tree successfully, but I have produced a pointslist which I believe contains all detail levels up to and including the max detail level specified by the used.
So, if the user specifies a detail level of 1024, the pointslist will contain a spherical terrain with a resolution of 1 node, 4 nodes, 16 nodes, 64 nodes, 256 nodes, and 1024 nodes. Each node has four points, which will have two more points added to allow them to be rendered, as I discussed previously.
The images below seem to show the multiple levels of detail all rendering at once, which is correct at this point. However, I will not know if this system is working correctly or not until I load the nodes into the quad trees properly. I will then need to modify the rendering function to render only specific levels of detail, to test this code.
If it works, I can move on to the final step in the prototype, which is the distance based optimisation algorithm.






