It all started from that page. https://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php?print=1
I didn't quite got what it was all about, so I've looked at this. https://www.researchgate.net/publication/3410916_Terrain_decimation_through_Quadtree_Morphing
Then I've got some understanding. It was about decimating the more distant patches of the terrain. And then I've just wondered about one thing. At every frame, the mesh is re-generated and re-uploaded. Wouldn't it be kinda of slow?
Ran the demo provided in the first link and got just 3 fps. What's the big idea of this "optimization"?
My current code has 1048576 vertices for 1024x1024 heightmap, undecimated, and it runs way faster. His code makes my laptop hot.
That is more useful. It turns out that there might be some mipmapped meshes on the GPU, and the quadtree decides which of them are turned on.
The first question. Is my last guess correct? Second - am I right the first link isn't useful anymore? Third - how this applies to modern Android development (I mean at least GLESv2).