Quick Update - Texturing Sucks
What have I been working on?
Octree space representation and working around floating point inaccuracy
Brightness-based culling method
Combining deferred rendering with procedural textures in a (hopefully) efficient way
Parametric Planet Texture Generation.
But yeah, none of this is at a displayable stage, but expect a load of in-depth and wonderfully graphic dev journals over the next couple of months.