converting a height map to a mesh of "planar" quads

I need to do real fast terrain collision detection say with thousands of objects.The terrain need not be too geometrically detailed.If I have quads (planar) then accurate collision detection can be done pretty fast.
What I’m trying to speed up here using planar quads is the collision detection not the rendering speed or something else so i’m better off without triangles.
thanks again.

Originally posted by tarantula:
I need to do real fast terrain collision detection say with thousands of objects.The terrain need not be too geometrically detailed.

If your terrain is not very detailed to begin with, you could probably just treat the groups of 4 vertices as a planar quad even if it technically isn’t. Assuming elevation changes are very gradual, the quads might be “planar enough” for your purposes.

To avoid depth buffer problems when rendering in this situation, either disable the depth test after you draw the terrain, or triangulate your quads such that they have a lower-seam bias (if that even makes sense).

less geometric detail = less number of quads.
less number of quads + low elevaton change = inclined plane .
Sorry if I wasnt clear, but I dont have low elevation changes.
thanks for your time.