Contribution culling

Are there any good tutorials for how to implement it.


Use OpenGL occlusion queries, just use a bigger threshold than 0.
Ie. modify the exmaple at the bottom of this page :

glGetQueryObjectuivARB(queries[i], GL_QUERY_RESULT_ARB,
            if (sampleCount >= MINIMUM_CONTRIBUTION_IN_SAMPLES) {
                // render object i

Or if you are after a more basic approach, just divide the approximative diameter of object by its distance to camera.

ei05tbe, can you post some screenshots of your terrain? I am eager to see. If not now, do it later.