Original Post
Hi,
Does it make sense to add quadtree based terrain chunks(lod works with quadtree) into an octree, that is used for the entities in the level?
Most objects are usually only in a certain part of the level, while terrain is fairly large. Meaning the subdivion of the quadtree looks very different than splitting octree nodes.
Currently I handle terrain seperately for collision and culling, but is this a good think at all?
Thanks
Does it make sense to add quadtree based terrain chunks(lod works with quadtree) into an octree, that is used for the entities in the level?
Most objects are usually only in a certain part of the level, while terrain is fairly large. Meaning the subdivion of the quadtree looks very different than splitting octree nodes.
Currently I handle terrain seperately for collision and culling, but is this a good think at all?
Thanks