OT: CLOD partitioning

I know this is a little OT, as far as it is not an OpenGL specific question…

I would like to use CLOD for everthing in a BSP engine. My main concern is that when CLOD arises, there is no “static” geometry anymore.

How can I deal with LODs and geomorphing (done on the GPU with vertex programs) and still benefit of BSP perfect Z sorting/collision detection abilities? Do you know any previous related work ?



[This message has been edited by deepmind (edited 01-16-2002).]