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Breaking model into a quadtree

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Does anyone have a tutorial or links on how to take a pre-constructed terrain mesh and split it into a quadtree? I'm guessing this will involve code to split triangles onto the edges perfectly. That or deciding (based on center on the triangle) which quad it should be in. I have a few ideas on how to accomplish both goals but would like to confirm the ideas before jumping into the code. It's a pity 3D Studio won't perform like I was expecting it to when slicing a mesh :( Webby

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