Original Post
I have the terrain engine ported over to hardware T&L (only one bug left). It''s running very quickly even without any high level visibility culling. I will be adding a quadtree structure to quickly cull out portions that are not visible.
You can use much much higher terrain resolution and view distance. Check out this image which is using a terrain of 131072 polys per frame and running at decent realtime speeds.
http://www.egerter.com/landscape/landedit1.jpg
You''ll also notice I''ve started the windowed landscape editor based on the CHR code.
Chris