GeoMipmapping does not use quad-trees (although it can). It typically uses grid-based tiles that are subdivided. You are describing progressive GeoMipmapping which is more advanced than you probably need.
GeoMipmapping can be very simple to implement in its most basic form. It is just a grid of terrain chunks that decrease in resolution by half the further away they are from the camera. You can decide which LOD to apply to any check using metrics as simple as this or optionally more complicated such that you account for view angle over the chunk etc.
You can also worry about the gaps later. Get the basic implementation down first and then you will start to understand the rest.
L. Spiro
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#1L. Spiro
Posted 10 December 2012 - 12:54 PM
GeoMipmapping does not use quad-trees. It uses tiles that are subdivided. You are describing progressing GeoMipmapping which is more advanced than you probably need.
GeoMipmapping can be very simple to implement in its most basic form. It is just a grid of terrain chunks that decrease in resolution by half the further away they are from the camera. You can decide which LOD to apply to any check using metrics as simple as this or optionally more complicated such that you account for view angle over the chunk etc.
You can also worry about the gaps later. Get the basic implementation down first and then you will start to understand the rest.
L. Spiro
GeoMipmapping can be very simple to implement in its most basic form. It is just a grid of terrain chunks that decrease in resolution by half the further away they are from the camera. You can decide which LOD to apply to any check using metrics as simple as this or optionally more complicated such that you account for view angle over the chunk etc.
You can also worry about the gaps later. Get the basic implementation down first and then you will start to understand the rest.
L. Spiro