I have the basis for a quad tree class implemented. When it comes to rendering the scene, each leaf node is used and the boundary (CRect) is used to construct two triangles.
This is used to render a landscape and as such is quite varied in height. I would like to be able to render different sections of the tree in more detail, as in a LOD algorithm. The problem is that I get gaps appearing in the surface and this makes it look pretty crap ! If I render the whole surface at the same LOD it is perfect, although very SLOW!
Does anyone know of an easy way that I could patch up the gaps in the surface, or even better, avoid them in the first place!