I think Im just going to 'average' them, by sewing the points I have,
and ignoring the points I dont.

The LODS vertices-per-side is like so...
LOD_0=256(+1), LOD_1=128(+1), LOD_2=64(+1), LOD_3=32(+1)
So EVERY lod vertices line up with the higher lod vertices...
Like so.
Code:
LOD_0 =    * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
LOD_1 =    *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *
LOD_2 =    *       *       *       *       *       *       *       *       *
LOD_3 =    *               *               *               *               *



Also, the 'border' between lod_0 and lod_1 is 4,000 quants MINIMUM away from the camera,
so I think its unlikely to be noticable to the player.

If it ends up that is IS noticable, I'll think of some way of hiding it.
For example, when stitching low-poly to higher-poly, the low-poly's vertices
get their z-height "halved" so ALL its edge is below the 'horizon' created by the
high-poly terrain.
Like so...
Code:
Side View...

       /            _    /--\___     ____   _____     /---
camera*        ____/ \__/       \___/      /     \___/    \_____  
       \                                  /                 
               +------ high poly -------+ +------ low poly ----+
                                          ^^ left-most vertex dragged downward




[EDIT]Hehe, you came up with a new idea, WHILE I was typing up how Im ALREADY doing it...


Last edited by EvilSOB; 11/02/11 11:28.

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