I'm trying to understand how I would apply a displacement map/height map toneed help coming up with dynamic uv values (some formula) so that my texture looks continuous through all levels of my quadtree-LOD planet. Solevel 0-1 works perfectly, I have a planet with N number of quads that can subdivide recessivelylevel 1 subdivision looks great. but continuing to level 2 and show greater LOD if a player locationonwards is close enoughwhere I realized my current method isn’t going to work. If I add a noise algorithm like simplex noise/BFM for the terrain it works great; everything subdivides and the noise space is continuous for any given meshneed to come up with UV values unique to each quad at any locationdifferent levels.
Now, what if I want to extend the capability of buildinghere is a terrain? say forworking example add a height map to a quad to give my planet a more unique look. This breaks the algorithm. instead of the height map dividing and keeping itself continuous. It just recreates the same height map for each of the 4 quads. Is there any way I can turn my height map into a quadtree-LOD, or am constrained to using a LOD algorithm without a quadtree if a want to add a height map?
LINK TO CODEcode: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011
line 233 in the createLodChildQuads function is where I’m doing the UV modification.
Move the red player to activate Quadtree levels.
Control the red player (W,A,S,E,R,F)
level 0

level 1

level 2
