I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a terrain like surface.
To solve the issue of cracks I want to be able to apply a geomitmap technique of triangle fanning on the edges of each quad, but in order to know the subdivision level of the adjacent quads I need to identify which quads are adjacent to each other.
Does anyone know any approaches to computing and storing these adjacent quads for quick lookup?
Also It's important that I know which direction they are in so I can easily adjust the correct edge.