   Terrain Rendering
  hi all,I am developing a terrain based game using ROAM. The renderer gets its data from a height map (tga, bmp file). The question i want to ask is how can i make large seamless terrains? would it require to load multiple heightmaps or what ?Secondly if any one has an idea how i could add water at specific locations in the terrain plz give me a hintThanks in advanceOsman Ahmad Khan 
  hey sahib,there are alot of ways that this problem is handled.i recommend going to google and searching terrain pageing files, as a possible solution. essentially you have a logical construct called a "chunk" or a "page", then you work out how to seemless place the pages together, while maintaning consistency throughout your elevations, this step is called "stitching"the hurdles are selecting the proper page file for your target platform, and how you manage your memory. if done properly, you can have a map "page" infinitly, but its difficult.as for water. the general idea is stolen from nature. you have a certain elevation where the "water plane" exists, much like the water table in real life. a very simple implementation would be a quad, whose plane normal is pointed straight up and is parallel to the ground and anchored at a certain elevation value.(does that make sense to you?)all points of ground below this value, will naturally be under the "water plane" giving the illusion of water.  edit** Here is a link to another gamedev post that discusses a similar issue.Dredd________________________________________"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi  [edited by - Dreddnafious Maelstrom on February 18, 2004 4:09:03 PM]