P-152: Virtual World Concept Update 73: Chunked Levels of Detail Using Quad Trees Part 40
I believe I have finally succeeded in implementing the quad-tree storage system for the Chunked Level of Detail Algorithm. I spent many hours on this, and solved many complex issues, until finally I fixed the last minor bug in the algorithm that I was using to load the quad tree. The final bug as a […]
P-152: Virtual World Concept Update 72: Triplanar Projection + Texture Splatting
While researching texturing techniques to use with Spherical Terrain, I came across a technique called TriPlanar Texturing,or Triplanar Projection. This looks like it will work perfectly with the project I am developing. THIS is an excellent introduction to the technique. Triplanar texturing basically renders the texture three times, once from the direction of each axis […]
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 […]
P-152: Virtual World Concept Update 70: Chunked Levels of Detail Using Quad Trees Part 38
I have done some debugging using the log files that I have generated, and it seems that the values that are in the renderlist are actually not what I expected. They don’t match the sequence of values that were generated at the beginning, which means something is definitely going wrong in the function to load […]
P-102: Remote Drone: Long Range Communications and Control
One of the most interesting and complex parts of this project has been figuring out how to send and receive data to and from the Robot. Originally, I had planned to use a conventional radio system. I was going to have a transmitter connected to an Arduino. I would use this to send commands from […]
P-152: Virtual World Concept Update 69: Chunked Levels of Detail Using Quad Trees Part 37
I believe my hypothesis is correct, in that the issues I am having are with the indexing of the verts as they are being loaded into and out of the quad tree. I have made some progress in solving these issues, as can be seen in the below screenshots. However, there are still some issues with vertices […]
P-152: Virtual World Concept Update 68: Chunked Levels of Detail Using Quad Trees Part 36
I have implemented my solution to get the multiple detail levels working, and I have modified the rendering function to only render the world with specific levels of detail. The system seems to be mostly working, but the world still has the visible distortion visible in my previous set of images. This distortion seems to […]
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 […]
