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Cache friendly tri strip

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I'm just getting started with terrain rendering and am wondering about a good way to strip it. Is going down a column, then back up the next column, down the next column, etc a good usage of cache. I'm thinking that adjacents columns share vertices which ideally would be in the post-transform cache. If not, can someone give me a rough idea + links? Sorry if this question seems amateurish, but I'm pretty new to these topics and need a good starting point. Thanks,

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