A random idea :

> I can de-emphasize them by having one or two overlay textures
> continuous across a boundary, so they don't stick out dramatically
> at first sight as they would do without texture mixing, but I do not
> know how to make them really go away except in very specific cases
> (using vegetation ordering in altitude and gradient in the
> mountains) - the shader simply doesn't know where the seams are, so
> they can't be hidden.

How about extending the BTG format to record for each vertex the distance
to boundary (in tc unit). The terragear toolchain would compute it offline 
and the runtime loader would convey that value to the shader as a vertex 
attribute. Distance for each fragment would be interpolated in a varying.

A <generate> clause in the effect file would control if that attribute is 
really needed to same GPU memory in case of simple effects not relying on 
this distance.

BTW: fixed-function opengl as already the concept of polygon edge : we can 
express the fact that a triangle edge is a polygon edge in case of 
tessellation. It's a boolean attribute of the vertex.

Geometry shader can also process adjacency information if provided by the 
CPU through special primitives (GL_TRIANGLES_ADJACENCY and 
GL_TRIANGLE_STRIP_ADJACENCY)

Regards,
-Fred

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