I'm currently creating multiple terrain cells, each one having it's own vertex buffer. When I need to draw one of them I set it's vertex buffer on the pipeline, and the relative index buffer. But I've recently implemented level of detail on my terrain and I've been having some issues, one of them is having cracks between terrain cells with different LOD. After thinking, I've been considering using just one large vertex buffer for my entire terrain, and using multiple index buffers to only render specific cells during runtime, and them having the same cell with more than one index buffer representing different LODs. This would be a huge change on architecture of terrain generation, but it might be worth even though I'm not sure. If someone could guide me over this it would help me very much, and feel free to give other ideas.