I am interested in the datastructure "quadtree" and for an project of mine, i want to use them. Ok lets make an example :
We have a 3D space where the cameraposition is locked but i can rotate the camera. Whenever i rotate my camera to a certain point, a large 2d image
(bigger than frustum) is shown.
1.Loading the whole image isnt necessary when i can only see 1/4 of it! . Does it make sense to use quadtrees here, to load only the parts of the image that are visible to me?(When using opengl/webgl) If so, each quadtree node has to contain its own vertexbuffer and texture or not?