Currently i have a terrain that i render out using patches, and i have a plane that represents the water level. this works fine... however, as majority of the water plane is under the terrain, it is wasted rendering.
ideas i have are that i create a patched water system similar to what i did with terrain and using software occlusion to determine if a patch is visible. if i did this, i could theoretically use a heightmap to build the build level, allowing for rivers of multiple heights, instead of a plane.
any suggestions?







