nothing important... for my landscape i specifically wanted to have it rendered with lines instead of a solid texture, 80's style.
rather than use a texture for this (which looked bad anyway), it's just a poly mesh with row connectivity. in order to get "infinite" landscape out of it, the mesh itself stays stationary, but because i need to move the "grid" around, it does move, but only 5 units (the spacing of a single row)... the master world space comes in as a uniform vector, and it's added something like this:
gl_Vertex += worldSpace.xyz % 10
then, the perlin noise is calculated as such:
yOffset = perlinNoise(floor(worldSpace/10)*10)
something like that...
anyway it didn't work well to use a noise top for this technique because of the relationship it has with the actual geometry. there was a 1 frame hiccup at the modulo point where it didn't line up properly, so i just did it all in the shader.
speaking of infinite terrain, i don't suppose you've ever seen this 4k intro called "elevated"?http://www.youtube.com/watch?v=_YWMGuh15nE