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#1 QuadTree Terrain Rendering

open
nobody
None
4
2004-01-12
2004-01-12
No

The goal of this is to create a addon-component to the
TGLXTerrain component's (Must add a base Terrain class
before that) to subdivide the terrain into predefinded
quad's ( might be 16x16 tiles or something).

The second step is to add all the Quad's into a tree-like
structure where each quad is given an Bounding sphere
for the fustrum tests (Size of sphere shall be exact.
1.41 times the size of the quad times the terrain
scaling).

The third step is writing the routine that renders the
terrain depending on either fustrum test, or by a simple
camera position test (thus the tree).

The fustrum version doesn't requires a tree, it must test
all quads every time... But if the camera position test
shall be implemented a tree will improve performance..

Discussion


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