I'm not very familiar with osgearth terrains but I'm pretty sure the quad tree is made up of something like osg::PagedLOD nodes, each with a TerrainTile and a group of similar child osg::PagedLOD nodes. As each osg::PagedLOD is loaded, the range is evaulated to decide whether to load the next LOD (child).
I found the following post very helpful when trying to understand the structure of virtualPlanetBuilter terrains http://forum.openscenegraph.org/viewtopic.php?t=4255 It's a really good way of making quadtrees using OSG which gives very good perfomance on very large datasets Jamie ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51543#51543 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org