I faced some issues when I was attempting to render the terrain with multiple different levels of detail, which was to be expected. Though, one of the first things I realized was that my idea to instance the blocks hit its first, ahem, roadblock when I realized that I couldn't just create one vertex buffer and one index buffer, and then just send the index buffer a stride for rendering different levels of detail; that was easily remedied by creating an index buffer for every level of detail; this wasn't too hard to work around, it just meant that I had to keep the instance buffers dynamic so that I didn't have to swap various instance buffers in-and-out as needed throughout rendering; so, whenever there is a change in the overall grid LOD, the instance buffer needs to be rewritten to encompass the block LOD data. So, yeah, here's some completely mixed-rendering screenshots which have no real method to determining the grid LOD; these screenshots were rendering at a solid 300+ frames-per-second for a 1024 vertex (at its finest detail level) grid.
After I got that handled, I held off on the crack-fixing shader code so I could work on a different task for a couple days; since I was tired of the giant zombie always being in its AF pose, I shifted my attention to reading in and rendering the MD5 animation files for each mesh. The first task for this was, instead of manually loading in every MD5ANIM file in a mesh's folder was just to give the class an option to automatically parse the folder for every MD5ANIM file present and just load it in for the mesh -- this has the unpleasant quality of not having any specific animations for any specific actions, since there seems to be no common naming scheme for all MD5s, though. It's a simplistic approach for now, but when I add some functionality in the framework for reading in XML files, I may just write-up an XML file for every mesh and then get the animation information (to keep a consistent set of indices for specific animation types) from that. As you may be able to see below, the skeletal animation isn't quite there yet.