Original Post
I watched the nVidia demo on displacement mapping in a vertex shader, and last night it occurred to me that this particular technique could be used for rather memory efficient terrain rendering. I don't know much about VS 3.0, except that I don't have it [grin] But if the vertex shader can perform texture lookups now, well, there's no more need to pre-process a heightmap. Simply load your heightmap image, create it as a texture (hell, might as well enable texture compression while you're at it), and generate the heights in the vertex shader. And since you're working in the VS, you can easily switch between various render modes--standard polys, parametric surfaces, whatever. I don't know exactly why I posted this topic; it seemed significant to me somehow that the new VS is basically going to create a new method of rendering terrain. No more problems with using megabytes upon megabytes of RAM or video RAM to store vertex data; a single texture is all we need.
