It took a lot of thinking to get my head around it but I finally have camera positioned based tesselation. In the end it was simpler than I thought. I used a similar system to my previous post. I simply determine which head triangle my camera position is contained within and subdivide it. Do the same thing recursively. Once I've subdivided to the lowest triangle I do a plane distance check for simple collision. This works great except that the only area of detail is directly under the camera. I tried a simple method to extend the tesselation by spliting neighbours. I split the neighbours up to the same amount of steps away as the current tesselation depth. This works except triangles stopped connecting properly so I simply found another bug in the base triangle class. The bug searching will have to wait until after the weekend though. Here's a pretty nasty shot of the terrain. Once I fix the bug in the triangle class I'll try to make it a bit prettier.

firstpassterrain.jpg

Sorry if this is a little unintelligable (sp?) it's past my bedtime. I'll fix it up later. Or maybe I'll just leave it here as a lesson to go to bed on time.