Terrain integration, step 1


I'm progressing well on the terrain integration. I have fixed a problem in the frustum culling code, which caused some planets to disapear when they were close to the edge of the screen. This actually wasn't a bug, but a restriction that i was unaware of, to the standard frustum culling algorithm ( the bbox vs 6 planes one ) regarding on how close the znear plane can be, which i fixed by adjusting the distance to the znear plane.
The two screens above are again at sunset ( or close to ), to "hide" the lack of detail texture on the terrain ( yeah i'm cheating ). The terrain is still very simple, until i add all the details and noise back.
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