Plus, as you said, you're learning something that you enjoy, so bonus points.
Yeah, terrain rendering's one area of 3D programming I've neglected learning so far, so I'm glad I'm learning about it now. Plus it's fun
am more interested in the geometry than how fancy your material is

Ok, here's a picture from ground level:

As you can see, the ground is very jagged due to the 8-bit heightmap.
Also, here's a shot demonstrating the quadtree-based LOD system:

Here I moved to a point on the ground, froze the LOD state, then backed off into space where you can see the effect. The LOD parameters were also modified to make the effect more visible.
Cool! Paging geometry support as well?

The planet must have tress and grass! Hehe. Great work!

Thanks. Yeah, I definitely plan on implementing something like PagedGeometry for planetary terrains, but I haven't even started on that yet.
On a serious note, do you intend to develop this code further toward Planetary sceneries or something like PLSM (or better, both!

). I prefer the latter much better hehe.
I'm not sure what you mean. I intend to continue development on it to the point where you can render very nice looking, huge planets. I probably won't make it a flat terrain system if that's what you mean.
As a short term solution for texturing and lighting, I have a modified version of the Triplanar texturing shader that incorporates perpixel lighting that you could use if you want. I can PM it to you. It means you'd only have to worry about the heightmap as the texture map would be automatically calculated.
Well texture mapping is pretty much solved already (although I guess it can't hurt to try other method), but lighting could be helpful. I hope to implement some sort of normal-map & ambient-occlusion, based on the sun's position of course. I think nVidia FX composer has a CG shader that does ambient occlusion so I already have something to work with.
But are you planning to develop further though, or was just fun & some learning?
Yeah, I definitely plan on further developing this into something usable in a real game - not just a planet renderer, but integrated atmosphere/sky, clouds, vegetation, physics, possibly procedural planet generation tools, and maybe more.
Edit:
Sinbad wrote:Excellent work!
Thanks

. It seems the more I try to do in Ogre, the more Ogre surprises me with it's great flexibility

.