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I've experimented a little with terrain support. just sampling height map in vertex shader and displace the vertices accordingly. The performance is OK since we are not rendering the invisible part already.
This will work fir small close to sphere objects. 1) Even 1m per bit requires 16 bits for planet scale objects 2) Celestia's tessellation level is not enough for this purpose.
There is a paper about implementation in celestia.Sci https://arxiv.org/pdf/2005.06671.pdf
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