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Substantial terrain refactor/improvement:
* changed loding scheme - first height based patch selection, then 2D metric patch selection in xz plane * simplified vertex shader - 1 fetch with bilinear * removed min/max queries during frustum culling - substantially simplified code, minimal performance impact * optimized AABB/Sphere test - removed 1 unnecessary dot3 * some constant handling refactor TODO: * find large dataset 2Kx2K or similar * remove old code versions of math routines after testing on large dataset
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