In the process of testing my LOD transition scheme, I've noticed some shadow artifacts during the transition in certain circumstances. I'm doing the “dither cross fade” via clip/discard method for the transition, and for my test I'm using a sphere with two LODs that are quite different (further LOD is half the polygons of the closest LOD). Predictably, when transitioning between the two, this causes shadowing to appear in the center of lower LOD polygons until the transition is complete. During the shadow generation pass (cascaded shadow maps) I am submitting both LODs. Obviously, there is no way to generate proper shadows in this somewhat contrived example, but I'm wondering if anyone has experienced this issue and had any clever solutions? I've thought about monkeying with some depth bias during the shadowing calculations, but that seems like it would be full of weird corner cases. Trying to do some smart submission of only the target/destination LOD during the shadow pass seems like it would just move the problem to the other LOD.
My guess is this isn't really much of an issue for sensibly generated LODs on “real world” geometry, but I'd be interested to hear your guys' experience.