Not logged in, Join Here! or Log In Below:  
News Articles Search    
Wednesday, March 15th 2000
Quadtree Terrain
06:47 PM
    Discuss This!

The Fountain Of Knowledge has been updated with a response to the following question on writing an engine with a quad-tree based world (landscape / terrain assumed):

" I'm just getting into 3D graphics as a whole and I thought a good place to start would be a world represented by a quad tree. I've read all the info I can find on the Internet and set up the tree itself. The problem is that I can't figure out a speed efficient routine that determines whether a particular square lies (either completely or partially) inside the view triangle. All I've come up with is a whole load of point-in-polygon tests and a mess of if statements and still it doesn't work properly.

Am I missing something obvious? "

Swing by the Fountain for Paul Nettle's response.
Archive Notice: This content is archived, and commenting is no longer active. It is here for reference purposes. This content was added on an older version of flipcode, before the site closed in 2005.
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.