Mesh Triangle Reduction?

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Thanks for the replies all, I'll take a look at the lod function and the demo.

It sounds like it would be best to design meshes using the lowest possible poly count, then sub-divide where necessary rather than design hi-poly meshes and then try poly reduction. That's ok for my own meshes, but trying to lower the poly count manually in other authors meshes looks like it will be a lot of work.

[EDIT]
The birdie lod demo is far too crude to be of any use, that is probably why it isn't used in Quill :(

But the Action3D demo looks promising, thanks again Axeman :)