I have a grid based terrain and a quadtree for lod. In one simulation step i do the following:
- handle input.
- update matrices.
- build quadtree (view frustum culling, distance check).
- close cracks.
- copy enabled points to the vertex array.
- draw vertex array.
Naturally without checking for unconnected points I get cracks between neighboring quads with different lod.
I can close all gaps while my camera stand still.
But the problem is, while my camera is moving, there are visible cracks between some quads that have changed after the last frames.