Good evening!
I´ve been reading some papers about rendering large terrains,LOD,tessellation etc . And I found one really interesting (http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf) it describes how to make a terrain LOD system using just one grid mesh and a quad tree ( in the vertex shader, lod borders are interpolated so we have a smooth transition). I have never used a quadtree so I´m a bit confused. The paper explains, that the quadtree is created at the begining and it contains all the heightmap values.
I understand then, that the quadtree will contain HeightMap(width) * HeightMap(height) nodes (at the lowest lod)? But how do I organize the quadtree so each LOD (0,1,2,...) represents one of those nodes?
Sorry if the question is not clear :S
See you!