But I have problems in the transitions from one patch to the next, where one basemap meets the next.
The problem is a sharp line that arises.
I implemented the usual workaround on borders, where you copy the border of one map to the neighbour, so that the map is identical on each side of the border. Together with clamping this works - but only on the top level of the mip-chain.

As can be seen from this screenshot (red color is only to make what I am working with very visible), as soon as the toplevel mipmap fades out, the problem persists.
I thought: "OK, no problem, I will just do the same for all miplevels!".
But of course that wouldn't go over that easily as seen in this screenshot:

As can be seen, the border will carry more and more weight as each mipmap gets smaller and smaller. The border is still one pixel wide, no matter if the map is 512 or 16, making the border heavier and heavier the further out in the distance you see. As can be seen by the hockeystick shape the grass border gets.
I thought then, that maybe the copied border on the top miplevel would have to be "baked" into the rest of the mip-chain, so I tried next to re-create the mip-chain after setting the top-level mipmap. It can be done, but the effect is not convincing. The border with the neighbour is not identical, and that is what it takes for the seam not to be visible.
Is there any way to solve this fairly easily?
Thanks in advance.























