{"id":1891,"date":"2015-11-08T23:56:51","date_gmt":"2015-11-08T23:56:51","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1891"},"modified":"2015-11-13T22:40:59","modified_gmt":"2015-11-13T22:40:59","slug":"p-152-virtual-world-concept-update-68-chunked-levels-of-detail-using-quad-trees-part-36","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-68-chunked-levels-of-detail-using-quad-trees-part-36\/","title":{"rendered":"P-152: Virtual World Concept Update 68: Chunked Levels of Detail Using Quad Trees Part 36"},"content":{"rendered":"<p>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.<\/p>\n<p>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 be less prevalent the lower the detail level is.<\/p>\n<p>I believe this must have something to do with the complex algorithm that I am using to &#8220;select&#8221; the correct tier from the spherical terrain. The algorithm must be accidentally selecting nodes from other tiers as well, resulting in distortion to the terrain mesh.<\/p>\n<p>I will need to investigate this further, this needs to be corrected before I can move on with the Chunked Level of Detail System.<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,10,11],"tags":[],"class_list":["post-1891","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1891"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=1891"}],"version-history":[{"count":5,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1891\/revisions"}],"predecessor-version":[{"id":1899,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1891\/revisions\/1899"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1891"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1891"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1891"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}