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Fix LOD terrain tile boundary seam artifact - #83

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brendancol merged 2 commits into
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issue-79
Mar 6, 2026
Merged

Fix LOD terrain tile boundary seam artifact#83
brendancol merged 2 commits into
masterfrom
issue-79

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@brendancol

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Closes #79

Summary

  • LOD tiles were extracted from non-overlapping slices (terrain[r0:r0+tile_size]), leaving a one-pixel gap between adjacent tiles where no geometry existed. This gap showed up as visible seam lines in the shading.
  • Fix: extend tile extraction by one pixel (r0+tile_size+1) so adjacent tiles share their boundary row/column. The shared vertices make the surface continuous.
  • Added two tests verifying boundary vertex sharing at subsample=1 and subsample=2.

Test plan

  • pytest rtxpy/tests/test_lod.py — 30/30 pass
  • Visual check: load a DEM, enable LOD (Shift+A), confirm seam lines are gone
Extend tile extraction by one pixel so adjacent tiles share boundary
vertices. Previously each tile covered [r0, r0+tile_size) exclusively,
leaving a one-pixel gap where no geometry existed, producing visible
seam lines in shaded terrain.
@brendancol
brendancol merged commit 1141979 into master Mar 6, 2026
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