It was my intention to lower how jarring it can be when the quadtree LOD splits up.
The idea was to try to transition between the levels by slowly increasing the detail on each patch based on distance, so that when it splits it shouldn't be noticeable.
For example, it would slowly increase from 32x32 to 64x64 and then when it splits, it's children will be 32x32 taking up the same space.
However this wasn't the case, partially down to the oversight that the patches aren't uniformly distanced from the camera, so their detail might not match their siblings.
In addition to it not looking as smooth as intended when approaching the planet, it also reintroduced cracks, a problem which wasn't as prominent when the patches were uniform in detail.
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