I figured (as you mentioned in your response to Codemonger) that you would be generating the pieces of terrain or loading them or copying them from a reference. The problem with using EntityInView on a quad is that it would not always be in view when looking in that direction (if the player was say, tilted up, looking at a mighty mountain peak!).
I should point out that EntityDistance would also require that the object exists, unless you use something like a pivot as a stand-in. I believe the distance check would be slower (but simpler) than doing a look-up, but not much.
The brackets diagram you typed in will work only if the terrain pieces are large enough to encompass the player's view range.
Lastly, I would recommend against worrying about which ones would actually be in view. I believe Blitz (or DirectX) throws those out anyway, and besides, turning the player around in a circle would result in the constant loading\unloading of terrain pieces.
Ciao
I should point out that EntityDistance would also require that the object exists, unless you use something like a pivot as a stand-in. I believe the distance check would be slower (but simpler) than doing a look-up, but not much.
The brackets diagram you typed in will work only if the terrain pieces are large enough to encompass the player's view range.
Lastly, I would recommend against worrying about which ones would actually be in view. I believe Blitz (or DirectX) throws those out anyway, and besides, turning the player around in a circle would result in the constant loading\unloading of terrain pieces.
Ciao