So I have been writing a program that uses a tessellation shader and a height map to draw an environment. It starts out as a 32x32 plane, and when it gets more tessellated the heights of each square vertex are determined by the height map.
I want it so that the closer the patch is to the camera, the more tessellated it gets. However, I have discovered that this causes gaps between patches. If a patch is more tessellated than one next to it, the different resolutions cause gaps.
Here, a picture is worth a thousand words:
If two patches have the same resolution then there are no gaps. How can I get around this problem? I'm completely stuck.