Re: [Algorithms] Terrain Organization
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vexxed72
From: <SHA...@ao...> - 2000-07-30 07:13:28
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Hi, I agree with you on ROAM...far too complicated for us mere mortals and best left to the gurus :) I would suggest using a recursive QuadTree algorithm...lots of resources for this on the net and works pretty much as you describe << Meanwhile I am planning to split the terrain up to several _hierarchical_ chunks (with bounding boxes) and, for each frame, I test each chunk against the current viewing frustum (VF) to _recursively_ determine if it has to be submitted to the transformation and rendering pipeline >> John. |