Infinite Procedural Terrain Engine

Progress is still continuing on the geomipmap terrain. I discovered that the normal data being recieved by the shader, while incorrect, is actually related to the correct values. By multiplying the x and y component of the normal by around -500 each I can get a very rough approximation of what the normal should be. Why this is necessary I have no idea.This has partially fixed terrain lighting and perhaps it will allow me to get my shader that textures based on slope partially working as well. Anyways I have a couple screenshots of the current state of the terrain for those interested.

http://stephenlujan.com/Panda3D/terrain1.jpg

http://stephenlujan.com/Panda3D/terrain2.jpg[/url]