Thank you, this looks better than my approach of handling stitches (Edge grid was created in every Chunk to adapt to neighbour's Chunk . You are right, interpolation was not enough to "hide" very small gaps. OK but this is not main point now.
So, for example Vertices ABCD will be discarded because I already have E,G,I,K on that position.
Martin: I think I got it what do you want to say. For me is important "ordering indices" as you wrote, how is this done.
I'm trying to know simple thing, I understand that my explanations are not clear.
OK, another pic:
So what was made by me:
We have Chunk1 and Chunk 2 with it's own VB and IB. When I was preparing main VB and IB, which will be swapped later on with VB and IB for drawing, was:
Fill VB with Chunk's 1 VB and fill IB with Chunk's 1 IB.
Results: VB: A,B,C,D IB: 0,3,2,0,1,3 (ADC,ABD)
Fill VB with Chunk's 2 VB
Results: VB: A,B,C,D,C,D,F,G,H,I,J,K IB: 0,3,2,0,1,3
Fill IB with Chunk's 2 IB + SHIFT INDEX (starting number will be Count of current VB vertices), so:
Results: VB: A0,B1,C2,D3,C4,D5,F6,G7,H8,I9,J10,K11 IB: 0,3,2 (ADC) ,0,1,3 (ABD) , 0+4=4;3+4,=7;2+4=6 (CGF) 0+4,1+4,3+4 ==4,5,7 (CDG) 1+4,4+4,3+4==5,8,7 (DHG)
Yes I can draw this, but in LOD level 4-5 I can have >20 same vertices per chunk. In overall I had around 8x more vertices then current Terrain renderer.
I hope you can see what I'm pointing at.
I have vertice C twice in VB. If I want to remove doubled vertice C on index position 4 (C4) in VB, I need to edit Indice 4 at index position 6 of IB, and set it to 2 (from ib=4 to ib=2), and SHIFT all other indices. This is too complicated process when currently in average I'm rendering 66000 Vertices with 130000 Indices with not my terrain engine (as I linked on my first post).
My approach is not good and I think it is too complicated. There are not so many really working LOD terrains, with available source codes.
Martin: If I keep all Vertices for deepest level, I think it will be too much.
What is optimal approach to fight with this issue, how it is done in your terrain renderers ?
I think I can't compute all indices if I have VB because, there is some order which I dont know (different, LOD per Chunk, different count of primitives)
Terrain is sized to 8192x8192 units, visibility is to aprox. 3000 units, LOD level max 12
Screens shows my requirements but not my renderer:
This is maximum terrain detail, you can compare it to character.
Or I'm missing some knowledge regarding VB,IB, ordering, drawing.
Many thanks for your attention