Hi everyone,
I have a quadtree terrain system which uses camera distance to decide when a node should split into 4 children (or merge the children). It's basically 'split if distance between camera and the centre of the node is less than a constant * the node's edge length'.
This has worked OK so far, but now I've changed my algorithm to have many more vertices per node. This means that I want to get a lot closer to a node before deciding to split - maybe something like 0.1*edgeLength. I can no longer just check my distance from the centre as it won't work when I approach the edges of the node. I thought I could check the distance from each vertex in each node and find the smallest, but that seems like overkill (I'd be looping over every vertex in my terrain).
So my question is - what's a more elegant way to decide whether to split/merge my quadtree nodes?
Thanks for the help!