I have a terrain system that uses a grid of meshes, which increase and decrease in detail as the camera gets closer. However, when there is 2 different level meshes next to each other, this happens:
I want to have the high detailed mesh deform it’s edges so that the meshes line up. I figured that if I got every other vertex along the edge and made it’s y value the average of the 2 adjacent vertices, it would smooth out, but I have no clue how to program this.
Each mesh is just a quad (4 verts and 2 tris) that has been subdivided 3-5 times, depending on the detail level, and deformed based on a height map.
I have about 3 years of C# experience, but I’m relatively new to procedural meshes, so explanations and example code would also be appreciated greatly.