P-152: Virtual World Concept Update 88: Chunked Levels of Detail Using Quad Trees Part 55
I believe I have correctly implemented the 3D to 2D projection code, however, it has not solved the problem.
After more research, I have discovered that there are two additional problems with the spherical terrain system. The first is that there is an issue with one of the nodes in each tier, I believe it is the first node. This node seems to have incorrect values, it seems to have the same values as the root node from the highest tier, meaning it is a single quad that encompasses the entire width and breadth of the terrain.
The below images show this quite well. The points themselves are being generated correctly, so the issue must be in how the points are being loaded into the quad tree, or more likely, in what order they are loaded.
The second issue is related. If the code was working properly, rendering the children from each node should produce a square, or a quad, shaped pattern. Ie, if I subdivide only one of the four nodes in the second tier, I should see it’s four children forming a square.
As the second set of images show, this is not what happens. I get four nodes rendering, which is correct, but they render as a line of three quads, and then another quad on another line. When I render all of the nodes, I get the correct spherical terrain output, but clearly, the nodes are being loaded in the wrong order.
This is almost definitely the cause of the render issues I was seeing. If the nodes are being loaded in the wrong order, then subdividing them based on distance will produce incorrect output. I hope that this will be an easy fix, and I will then be able to finally achieve proof of concept of this system.





