ya know this is a pointless post in most respects ... however as Rouge is right, not many people will understand or care
OpenGL & DirectX have this effect builtin (OpenGL you must actually turn it off to be able to use your own)
However this is something i have had a little experience within in recent months, and i'll be happy to explain roughly howto do this in DarkBasic (won't work in BB3D .. i don't know why
)
The Basic idea is to base it directly upon the Positive Zdepth from the cameras vector.
You then rebuild the patch quad which has been arrayed to build in a different tesselation based upon the distance.
wait for a few hours and i'll finish a routine to do this in DB Enhanced
(as Blitz3D doesn't have memblocks it isn't really possible to achieve)
Anata aru kowagaru no watashi!