I am using Directx 11 to try and implement terrain level-of-detail.
I am trying the idea represented in this tutorial: http://www.rastertek.com/tertut18.html
Which is split your terrain into nodes, and render different quality nodes depending on how far away they are from you.
Each of my nodes has its own vertex buffer (bad idea?), however I am trying to map/unmap when I swap out a particular node for its higher quality version. I noticed that unless my vertex buffer is the size of the high quality version, then surrounding nodes gets affected, I believe this is to be expected since I am essentially overwriting memory in the vertex buffers of the other nodes. So is the only way to go about map/umap is to make each node have the space for the high quality terrain?
If so, then I can't do map/unmap because I run out of memory. What's another approach then? Making a new vertex buffer with the desired size whenever I swap? Won't this be too slow?