I am using an octree to define my 3D voxel world.
And I want to use octree subdivision as a LoD system.
This means, subdivide close to the player, but far away nodes un-subdivided.
But it occurs to me that in some cases, the octree can quickly degenerate to a grid.
To illustrate, see the 2D sample of a quad tree below.
If the player is at location A, no problem, subdivide that cell, done.
If the player is at location B, two cells would require subdivision.
But at location C, all cells are subdivided, causing no reduction in work.
Are octrees even viable approaches to LoD, or do I need something else?