P-152: Virtual World Concept Update 71: Chunked Levels of Detail Using Quad Trees Part 39
I have confirmed my hypothesis regarding the cause of the rendering issues with the spherical terrain.
I loaded all of the points into a global data structure, and then rendered a set of points (which I manually specified) from that buffer.
As the images below prove, the resulting terrain rendered correctly. The below images were taken at different resolution, using the same data structure. I am only rendering one face of the terrain, but it is clear that each image is a distortion free rendering of the terrain at that resolution.
I now just need to solve the indexing problem with the quad tree so that I can render each tier dynamically from the quad tree itself.










