- studied possible ways of mesh locality optimizations
- implemented own way to generate triangle strips for regular grids (up to 400% higher framerate!)
- compared with nVidia tristrip library (worse results due to the general use of this library)
- study of shading techniques for GPU clipmaps
- revise existing shading and update to valid GPU per-pixel shading using normal maps
- proper normal map update during clipmap shift on GPU
- blend normals near boundary of clipmaps (same way as geometry blending)