P-152: Virtual World Concept Update 74: Chunked Levels of Detail Using Quad Trees Part 41
I ran into some additional problems with the Chunked Level of Detail code, but after some more extensive work, I have managed to solve those too.
It turns out that the solution that I implemented previously actually didn’t work. It turns out that that solution changed the loading order of the quad tree in such a way that it did appear to render correctly, however, the nodes in the quad tree were not correctly indexing their respective points in the points list. This means that I could not properly parse the quad tree.
After extensive work on the indexing algorithm, I have finally fixed this issue.
I have also implemented the preliminary requirements for the distance-based optimisation routine. I have added the location of the center of each quad to the quad tree nodes, and I have added a calculation which returns the players distance from that location. I should be able to use this information to parse and subdivide the quad tree to return the optimised render list.





