I am creating a quad tree from ground zero, because I am going to collapse it from bottom up I am refining it with a certain LoD level.

I am using glm for mathematics and opengl for rendering. Instead of pointing to a vertex each quad points to an index from a list of vertex to avoid vertex redundancy.

I start by computing the medians and the center, then I check in the list if any of these vertices exist. For a small amount of vertices this is trivial, however it became apparent that this strategy is ineffective.

The code for this split is in the following repo, if anyone can help me in finding another strategy, even showing me a code snippet, I would really appreciate it.

Thanks in advance



Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.