Hello, I'm working on a procedural terrain engine.
I'm generating a height map for each terrain patch (QuadTree node) and the vertices are lifted up in the vertex program, but the patches have small cracks on the borders. This is happening because the neighbour terrain patch has its own height map and mesh, so the vertices on the borders don't match up perfectly. Please note that I have the same LOD level on all patches at the moment.
One potential fix I can come up with is adding 1 pixel padding on the height map, where the one pixel border is fetched from the neighbour height map. That way the vertices on the edges will be lifted properly. But I've never come across any article talking about this issue, so I'm wondering if I'm doing something fundamentally wrong.
This was never a problem on the CPU side, because the vertices on the border got the same noise value for the given X Y Z input. However, now on the GPU side I'm feeding it with the corners of the terrain patch and then the GPU is interpolating between those corner values, which is the input to the noise function.
Any clues or suggestions on how I can do this properly?