I'm trying to optimize my terrain renderer by separating the terrain itself into a series of segments. Each segment is the same size and shares with other segments the x and y coordinates of its vertices as well as texture coordinates. I was thinking that I could set up a vertex array containing that data and a separate array containing the z coordinate, plus colour and normal vectors. The second array would be unique to each segment, of course. The x, y, and z coordinates would be assembled in a vertex program. The result would be that I'd be saving 16 bytes of data per vertex, per segment beyond the first. Can this be done with VBO?



On the subject of displacement maps. . . um. . . how exactly would I do that? 
