Hello,
First of all, congratulations for your great engine.
I work on similar subjects, although the final objective is not the same. I think to know the effort required to achieve this type of software.
And justly. I have a quick question Regarding a special topic that I find difficult to solve perfectly.
As I understood, from a particular level of detail of quadtree, for each tile you generate on the fly the heightmag and also the normalmap; To do this, you use something like wavelets noise in order to add details.
How do you solve the problems of texels on the edges of textures to avoid the problem of seam.
The resampling algorithms such as bicubic implies to know the neighbor texels. Management by tiles do not help to resolve the problem (my problem)
Do You Use The toroidal mapping?. Do you update a wide texture with different texture tiles you need (problem of filtering resolved) ?
or do you used a different technique?
Thank you very much
Best regards