Timeline for XNA Quadtree with LOD
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 6, 2011 at 13:05 | history | edited | sam hocevar | CC BY-SA 3.0 | spelling (frustum) |
| Jun 21, 2011 at 7:58 | answer | added | drxzcl | timeline score: 2 | |
| Jun 8, 2011 at 8:06 | comment | added | Bob | @Joel - It's not an answer, because it doesn't answer the question asked. | |
| Jun 7, 2011 at 17:41 | comment | added | Joel Martinez | @Olhovsky, this should probably be listed as an answer | |
| Jun 7, 2011 at 4:49 | comment | added | Olhovsky | What you've described is not the method that one would use to efficiently draw a terrain using a quadtree. You do not partition the terrain at the vertex level into the quadtree. You partition the terrain into blocks containing many vertices, and each block is assigned to a quadtree node. There are many ways to go about this. There are several quad tree terrain examples on the net written in XNA, but you said you don't want me to link to those so... | |
| Jun 7, 2011 at 3:13 | history | tweeted | twitter.com/#!/StackGameDev/status/77936239340298240 | ||
| Jun 6, 2011 at 22:21 | history | asked | Bob | CC BY-SA 3.0 |