You could have just made the tile meshes have a skirt, or fringe, so that stitching becomes completely unnecessary. A skirt mesh is just added vertices around the tile plane that are moved downwards, but retain the same normals as the plane edges. To do that you just create the plane with 2 extra cuts on each axis, and slightly bigger, then move the edges downwards.
really enjoyed this. Basically have this system fully implemented now and I can't wait to see your automatic normal generation. I am also interested to see your take on actual procedural generation in this system. It seems like if you are able to generate normals from the heightmap, you could generate the heightmap dynamically as your world coordinates change, or use some atlas of heightmaps
Hey that's great to hear! I'm glad you enjoyed it. You got here just in time. Here is the next part: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-izsMr5Pyk2g.html
Have any experience with spherical mesh generation? We are having issues with subdividing and smoothing of the generated mesh, and of course texture projection. Do you think you could go into more detail on the specifics in the implementation of splat, triplanar, and height mapping for a 3D sphere? Also, your shader code worked great from your "Procedural Terrain - Blend Textures based on Slope and Height" video, even though it was meant for a flat plane.
I love this and have implemented this, but now I struggle with adding the grass. Do you plan on continueing the series to explain how you added grass and changed the texture of the clipmap according to it's angle?