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This is a new method to avoid crack in terrain rendering. It does not use the traditional technique to deal with crack in geometry space. It draws terrain to a texture using FBO (frame buffer object) instead of to screen directly without operation to dispose seam. Then, it uses "inpainting", a technique in image processing, to treat the texture in image space, so that the seamless image rendering can be realized. As for rendering terrain, it uses a quad tree to manage terrain data, and preserves the values of height in a texture. Then it can fetch them from video memory. In rendering a node, it uses geomorphing operation to avoid popping.