So I've created a nice triangle patching system similar to the patches used in geomipmapping. By my calculations they are slightly less efficient since each vertex list will have duplicate edges along the edges. Also stripping won't be as easy. The good news is that overall I should be able achieve the same level of detail as geomipmapping with overall less triangles since I only have to subdivide half as much as a time. In the first picture you can see the patch, which is not very interesting itself but in thefollwing images you can see how it can sit side by side with neighbour paths of lower detail. This is good because I can have 7 static index buffers per detail level. The other big win by moving to patches is that I can generate the vertex buffer once and leave it on the video card wich will be a lot faster than the previous ROAM-like implementation. Enough talking, have some pictures: