Terrain "engine" for flight sims

Im a newbie n I trying to build a terrain engine, at moment its like this:

Based on 256fx256 maps, this maps are height maped(mountains etc) or not(sea… just two triangles) The maximum view in perspective is 100000f of distance.

Height map its based on triangles and mipmapping its auto-generated by glu.

The not-height maped terrain is textured with 256x256 bitmaps (loading from glaux).
Height map terrain can have any textures size (power of 2). I dont know if octrees its very necessary to make this engine… Im newbie…

So, if you guys want to make some suggestion… please help me.

PS. EVERYTHING ITS INSIDE DISPLAY LISTS

I don’t think that octrees are very suitable for simple heightfields. I suggest that you look into quadtrees.
You can find plenty of tutorials and examples in the web concerning quadtrees and terrain rendering.

How to use those quadtrees

Originally posted by Spartacus:
[b] I don’t think that octrees are very suitable for simple heightfields. I suggest that you look into quadtrees.
You can find plenty of tutorials and examples in the web concerning quadtrees and terrain rendering.

[/b]

Where can I find these tutorials?

Originally posted by Furrage:
Where can I find these tutorials?

I was wrong. There’s not so many basic quadtree tutorials around. Most articles seem to discuss more about lod rendering.

Here is few that I was able to find:
http://www.gamedev.net/reference/programming/features/quadtrees/
tutorial + sample code.
http://home.planet.nl/~monstrous/terrain.html
quadtree and lod tutorial.
http://romka.demonews.com/opengl/demos/other_eng.htm
quadtree demo with source.
I think that Gamasutra and http://www.delphi3d.net has some articles. Hope these are of some help.