So I'm trying to implement terrain tessellation. I suppose it should be as simple as draw an enormous quad patch, generate new vertices and then offset the y-coordinate using a heightmap. Am I correct that far? :)
What I'm curious is how do you perform any form of culling of the terrain geometry at this point. Say only a small part of this large quad is visible, how do you prevent it from tessellating alot of soon-to-be-unused vertices?