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Wednesday, March 15th 2000
Quadtree Terrain
06:47 PM
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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.
 
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