Cool library! I tiled a bunch of RTIN terrains together and there is a seams issue that I was unable to resolve. The edges of each mesh has an irregular number of vertices, so it is not sufficient to average each edge's height because the vertices don't line up. Adding difference thresholds (i.e. average each vertex as long as it is within some lat/lng range) will work but it results in texture stretching. Is there any plan to address seams? Included some screenshots below. I'm on a gtx 1080 getting 120fps with this many tiles.
Another method, directly applying height to a planebuffergeometry, works and is easy to stitch but I get 55fps with that method. Clearly RTINs offer an immense amount of optimization, but I don't know where to go from here with the seams issue. I could try hiding seams with skirts? Is there a better way?


Cool library! I tiled a bunch of RTIN terrains together and there is a seams issue that I was unable to resolve. The edges of each mesh has an irregular number of vertices, so it is not sufficient to average each edge's height because the vertices don't line up. Adding difference thresholds (i.e. average each vertex as long as it is within some lat/lng range) will work but it results in texture stretching. Is there any plan to address seams? Included some screenshots below. I'm on a gtx 1080 getting 120fps with this many tiles.
Another method, directly applying height to a planebuffergeometry, works and is easy to stitch but I get 55fps with that method. Clearly RTINs offer an immense amount of optimization, but I don't know where to go from here with the seams issue. I could try hiding seams with skirts? Is there a better way?