I want to implement tessellation transition from fine to coarse geometry and vice versa for terrain rendering which doesn't introduce discontinuities (cracks). Real-time performance is not required i.e. it can be view-independent.
What do you think about the following proposal:
alt text http://www.shrani.si/f/A/qD/2UJlczki/tessellation.png?
- Is it even possible?
- Have you implemented something similar?
- What are the drawbacks?
- Do you have any simpler suggestions?