Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

silvermace

-QuadTree- Rendering

This topic is 5719 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hi, im currently trying to compose a 3d terrain system and i want to use quadtrees (ie. not oct) ive seen and studied and even implemented the quadtree system, but i left out one little detail /couldnt be arsed figuring it out :$ i load my data from a heightmap of 1024x1024, how do i assign the verticies to their nodes? i mean how do i know which vert belongs to which node ... any help or info on how i caould do this, thanx heaps (x10) -danushka -- a dancing person appears insane to those who cannot hear the music http://homepages.paradise.net.nz/danu/ -- Just click it

Share this post


Link to post
Share on other sites
Advertisement
erm. you have a bounding box for each node. in other words the spacial limits of that node. you divide that bounding box however best works for you (right in the middle might be fine for a heightmap). you sort all your data into appropriate children. keep recursively doing that till an acceptable face count is reached or a maximum number of splits is reached.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!