P-152: Virtual World Concept Update 66: Chunked Levels of Detail Using Quad Trees Part 34
I have finally implemented quad-based rendering! The images below show the terrain looks identical to what it used to look like before all of this work, however, there have been massive changes made to how it all works. There is still some relatively minor distortion, which seams to be occur only along the seams of […]
P-152: Virtual World Concept Update 65: Chunked Levels of Detail Using Quad Trees Part 33
I have fixed the minor bug that was preventing the last face from drawing, and I have copied the changes to the second of the six faces that form the quad tree. So far, the new system seems to be working very well, but I won’t know if it has worked for sure until I […]
P-152: Virtual World Concept Update 64: Chunked Levels of Detail Using Quad Trees Part 32
I have finally made a breakthrough with regards to the quad rendering. As can be seen from the images below, I can now render an entire face of the quad sphere in quads, as opposed to tris. The solution I used was to add six points to each node, instead of four, in order to […]
P-152: Virtual World Concept Update 63: Chunked Levels of Detail Using Quad Trees Part 31
I have succeeded in drawing my first quad! This may seem like a trivial matter, but it took considerable effort to get this far. In addition to the extensive modification and bug fixes that I wrote about before, I also had to modify the entire algorithm that creates the data points, to ensure they are […]
P-152: Virtual World Concept Update 62: Chunked Levels of Detail Using Quad Trees Part 30
I have made a lot more progress in investigating the problems I have been having with the spherical terrain. Firstly, I now believe that these problems are actually preexisting. Below are some screenshots that I took with the old codebase, which I believed was working correctly (using triangle based rendering). However, there are some […]
P-152: Virtual World Concept Update 61: Chunked Levels of Detail Using Quad Trees Part 29
Unfortunately, I have not solved the quad rendering issue, as I had hoped. I am not certain how exactly to solve this problem. The code changes that I implemented worked for low resolutions of the spherical terrain, but produced the same pattern of gaps when I increased the resolution. I had assumed that the problem […]
P-152: Virtual World Concept Update 60: Chunked Levels of Detail Using Quad Trees Part 28
I have finally solved the problem that I was working on! There was a bug in the code that offsets the vertices and projects them onto a sphere. I don’t know why this wasn’t showing up before, it was only noticeable when I tried to render the terrain using quads. I now seem to have […]
P-152: Virtual World Concept Update 59: Chunked Levels of Detail Using Quad Trees Part 27
I have made a lot of progress with this project. I am currently attempting to render the terrain with six quad trees, one for each face, with every single node being a quad, and not a tri. Rendering from six quad trees was actually surprisingly easy, however, I have run into serious problems when trying […]
