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

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http://forum.openscenegraph.org/viewtopic.php?p=51543#51543





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