Here is my terrain algorithm it motion in wireframe mode so you can easily see how it is structured. I locked the LOD at level 8, so it never changes the actual level of detail. It is mainly to show how the squares are setup and moved.
A DirectX 9.0c sample application demonstrating the use of vertex shaders. The scene is composed of a single Cube above a TriGrid. The TriGrid is animated through the use of a vertex shader (SM 2.0) which applies a "radial ripple" effect to the grid of vertices.