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problem with Rottger's quadtree algorithm

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Hi,
I have implemented Rottger's quadtree algorithm to render a large terrain from heightmap.raw (a png image of pudget sound 16385 x 16385 converted with photoshop to .raw)
my problem is when I reach a quadtree leaf (when edgelength < 3) or when I activate the propagation roughness I got an unnatural rendering (high values of height) and this problem doesn't appear when the height map is painted using photoshop


Please help me

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Hi,
I found that the problem comes from the minimum global Resolution C, when I decrease it I got normal rendering but with very low resolution and with cracks.
Could anyone explain me this constant and how can we fix it ?

thank you

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