I need to render an expansive landscape on a render target which lacks the ability to do heightmap-based displacement or mesh subdivision operations in hardware. Thus my only option is to bake the mesh and split it into separate static models to be loaded and unloaded when needed.
As for the landscape mesh itself, being a displaced subdivided plane, there are many relatively flatter/less dense in detail areas in the mesh that don't need nearly as many quads to be represented, but other than going through the entire mesh by hand I don't know how I can efficiently optimize the landscape.
Is there a script/workflow/outside program that can take a mesh of quads and convert it into a mesh of more efficiently-placed triangles/quads based on the shape topology? I don't know if this is the best way to word it so if more explanation is needed please ask.