Original Post
I have started to implement a mesh refinement algorithm using a quad-tree structure(i.e. removing and adding vertices, coarse to refined). However, I am unclear about what approach would be best for rendering the final vertices and wanted to draw upon someone's experience. Some approaches use separate triangle strips, some use a single triangle strip, some one primitive at a time, others use fans, etc. Which one have you found to be the best approach or what would you recommend? Thanks. Edit: Forgot to mention-This is for a 3D terrain engine.