I’ve chosen the Ogre 3D engine because it provides a graphics api that is a layer above DirectX and OpenGL and it runs on most major platforms. Ogre 3D is also an open source engine and is very versatile. Fortunately, I’m not the only oneattempting the quad tree planet on Ogre 3D and between guys like HexiDave and Sean O’Neil, I’ve had enough code and information to get started.
My current implementation uses Sean O’Neils chunked quad tree approach with cube to sphere mapping. The actual mesh object is based on HexiDave’s OgrePlanet code– it overrides Renderable. Each patch has its’ own vertex buffer, and has a pointer to one of 16 index buffers (there are 16 possible index orders). For project updates, check out http://petrocket.blogspot.com.
Planet Fly by with trees:
Let there be bogeys: