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Delaunay triangulation for terrain?

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Has anybody tried using Delaunay triangulation for terrain? It sounds like it might be faster than CLOD for certain things such as racing games, where the view is close to the ground, and much of the world is occluded. It seems that hardware is getting better at brute force methods now, and using a pre-computed simplified mesh would reduce the CPU load. Is this a sensible assumption? Thanks in advance, Michael.

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