P-152: Virtual World Concept Update 85: Chunked Levels of Detail Using Quad Trees Part 52: Proof of Concept
I believe I have figured out why the spherical terrain parsing system doesn’t work properly.
I have closely examined the nodes stored in the quad tree during the call to build the renderlist.
What is happening is that higher level nodes are being rejected because their distance is greater than the view distance, this is correct. However, it turns out that some of the child nodes of those higher level nodes have distances less than the view distance, which means that they should be subdividing or rendering, but they are not, because they have been excluded from the search.
This leads to not all of the nodes rendering correctly, which I believe leads to the striping effect that I am seeing.
If this is correct, then it should be fixable. I should be able to, for the moment at least, just find the closest point in the node to the players position, and if they is within the players view distance, I subdivide the entire node. This is a little messy and inefficient, since it involves additional distance checks for every point in the node, but it should work for now.
