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Raloth

terrain texturing with level of detail

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Is there any way to efficiently do it without a simple groundmap scheme? I do a simple tiling thing with small 6x6 sections of alpha values stretched over other tiles to handle transitions. The problem is if I try implementing something like geomipmaps it all falls apart. If I have 4 different tiles in a larger square and then try reducing the level of detail on it, all but 1 of them are going to be lost. Doing multiple passes over that section kind of takes away the point of doing level of detail in the first place. How am I supposed to do this?

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