Yeah expanding ye corners will remove sparklies for sure, but it kinda makes me rebel, as it is part of the OGL spec that polygons that share vertices and an edge should not produce sparklies (although worded a bit more technically than that). T junctions are obviously NOT part of that, but Iāve seen sparklies anyway, which just makes me sad. Subdividing is not something Iād enjoy doing I must admit - Iād be looking for ways to avoid the need. I think the reason you are hitting the need like this is because of a particularly high field of view (I noticed this from watching one of your vids). A lower FOV would provide less distortion as tiles get closer to the screen edges, but the effect visually from a lower FOV isnāt always what is desired, naturally.
Glad you sorted that anyway. Iāll have a look at my triangle thingy shortly, the idea is it would return a table containing a list of X and Y pairs that determines each cell returned. Do note that triangles arenāt actually the shape needed if you have a particularly high vertical angle (that is to say, the more directly down at the ground you look, the less a triangle works as the cull shape would tend towards a box). But for a fairly flat ālooking across the planeā style itāll be fine.