title: Implementing QuadTree Terrain on a Planet (Geomipmapping)
body: <p>I have a QuadTree which can be subdivided by placing objects in the nodes. I also have a planet made in OpenGL in the form of a Quad Sphere. The problem is i don't know how to put them together. How does a QuadTree store information about the Planet? Do i store vertices in the leaf Quad Tree nodes? And if so how do i split the vertex data into 4 sets without ruining the texturing and normals. If this is the case do i use Indices instead?</p>
  
  <p>So my question in short really is:</p>
  
  <p>How do i store my vertices data in a quad tree so that i can split the terrain on the planet up so that the planet will become higher detail at closer range. I assume this is done by using a Camera as the object that splits the nodes.</p>
  
  <p>I've read many articles and most of them fail to cover this. The Quadtree is one of the most important things for my application as it will allow me to render many planets at the same time while still being able to get good definition at land. A pretty picture of my planet and it's HD sun:
   <img src="https://i.stack.imgur.com/s7cnQ.png" alt="A pretty picture of my planet and it&#39;s HD sun!"></p>
  
  <p>A video of the planet can also be found <a href="http://www.youtube.com/watch?v=nxU-0LaBDlY" rel="nofollow noreferrer">Here.</a></p>
  
  <p>I've managed to implement a simple quad tree on a flat plane but i keep getting massive holes as i think i'm getting the positions wrong. It's the last post on here - <a href="http://www.gamedev.net/topic/637956-opengl-procedural-planet-generation-quadtrees-and-geomipmapping/" rel="nofollow noreferrer">http://www.gamedev.net/topic/637956-opengl-procedural-planet-generation-quadtrees-and-geomipmapping/</a> and you can get the src there too. Any ideas how to fix it?</p>