So, after finishing up fog and transparency illumination in the last post, I noticed that my sphere LOD scales seemed to be a bit off, so I started debugging. That led to bug fixing, and that led to me starting to implement that auto-LOD-generation that I had been thinking about. Like I said, it turned out to take longer than I had hoped. Part of this was finding some reasonably fast and simple algorithm to implement, and part of it was discovering things like Blender had output a separate vertex for every triangle corner in my mesh, even though most triangles share corners with other triangles. This meant a detour to merge these vertexes so I could do a bit of topology analysis in the algorithm (also incidentally saving a bunch of memory after merging the vertex data, although I guess that's not such a big deal compared to things like texture memory).
The final effect is shown in the video above. It works... Ok? I guess? The effect is exaggerated for testing in the video, and normally the changes are basically invisible. I think simplifying material shaders for distant objects will probably be a bigger win (and I'll see if I can automate that too). But anyway, now you know how I spent the last couple of weeks and why clouds still aren't implemented.