
Sorry for the late posting, hope anyone reads this (and is interested :)
I am working on something similar at the moment. But I use a function
RxR > RxRxR
Then I just write a tesselation of a 2D square, and then it is transformed into a 3D tesselation of basically anything by the function (not only a hightfield, also 90%+ cliffs are possible). And as the function can be differenciated (if this is the word) I only have to do partial differenciatiation and then cross product to get 100% correct vertex normals.
Anyways I not already implemented some good LOD for the 2D square tesselation, and so it only renders small objects so far. But I already did 3000 (different!) Asteroids, each consisting of up to 3600 Vertices. It calculates it with around 20000 Vertices per frame at 150 FPS without rendering and 40 FPS with rendering the triangles on my PIII 1GHz.
As soon as the thing is finished, I will post something on IOTD :)
I hope I didnīt bore you...
