@ -42,7 +42,8 @@ namespace MWRender
// We don't want any pixel error at all. Really, LOD makes no sense here - morrowind uses 65x65 verts in one cell,
// so applying LOD is most certainly slower than doing no LOD at all.
mTerrainGlobals->setMaxPixelError(0);
// Setting this to 0 seems to cause glitches though. :/
mTerrainGlobals->setMaxPixelError(1);
mTerrainGlobals->setLayerBlendMapSize(32);