![Image](http://i41.tinypic.com/35bgtaf.png)
Optimized the triangle placing - more tesselation closer, less far, and the flat ground uses less tris. With this move also moved from one generated block to six of these manual blocks, which gave 20% more fps simply by frustum culling the blocks (manually in 2d, due to the bounding box not representing a gpu-generated terrain but the flat block). I guess I could manually tweak the bounding boxes and leave the culling to irrlicht, but since I draw the terrain manually instead of the scene manager anyway, it would only save me from writing some custom code instead of copy-pasting parts of the isculled function. After:
![Image](http://i43.tinypic.com/2hpn4mo.png)