Quote Originally Posted by Jimmy Valavanis View Post
Well, my poor English can not describe it properly so I've attached an image which demonstrates one subdivision rendered in full and in low quality. Inside soure code (gl_terrain.pas) also is included (but commented out) a lower resolution without the surrounding quads (15x4 = 60 triangles). The pivot of the triangle fun has the higher z value of the subdivision, I was about to make x and y of the pivot point to the higher's z point x and y but I thing I've left it to the center (it just looked good that way and I just left it...).
Ah, I see. Full resolution on edges, different resolution inside the patch. Pretty smart, you can just make two vertex buffers and switch between them depending on distance. In the usual geomipmapping algorithms you must make edge fixes, that costs time.