With the reworked level of detail I was kind of back at square one again. So I have today worked with setting up the terrain again with textures and all. Before I did just use face normals for all quads which did the terrain look very hard and quadrangular which did not look to good.
Here is a picture of how it did look before, it is well okey but not good looking.
Here is a picture how it looks now, and I’am thinks it is looking better! What I am doing is that instead of just using face normals, I am now using a the face normala and then use a normal map to make a per pixel normals which make it all looks more smooth. But as you can see it is far from great, what am need is this with per vertex normals and then apply the normal map, but I am not getting that to work cause how I have build the structure with the quad-tree. So that was Something I kind of forgot and which will not make it to the final. But as you can see now , I have implemented a atmosphere with blue sky and all! I am going to write about that soon but I am going do hold it a little bit longer.
And how do a normal map look? The picture below is the one I did use for my terrain and that is pretty much how they look, blueish and they are used for faking the lighting of bumps and dents, which you can see if you are going close enough.