Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper demonstrates a method of handling much of that rendering on programmable graphics hardware. This makes better use of the power available on the GPU, and frees the CPU processing time for user interaction, simulation, and data acquisition and manipulation. Introduction and Previous Work There have been many methods proposed to rendering large terrains in real-time computer graphics systems. The amount of data available to render in terrains has always exceeded the available rendering time, making the issue of terrain level-of-detail an old problem. Most algorithms for terrain rendering focus on optimizing mesh-based algorithms for removing or inserting vertices based on some error criteria.