I guess I should have explained my question more clearly. If I need X number of quads in the terrain mesh, what is the difference (in terms of memory usage, speed, etc) between a) having a single object with X quads, versus b) X number of objects, each consisting of one quad?
A related question: I'm hoping to produce smooth variation from one quad to the next by either: a) giving each quad a single color which varies only slightly from neighboring quads (e.g., a smooth progression from green to tan), or b) better yet, tinted textures which use a combination of a texture with an overlaid color, where the color would vary slightly from one quad to the next as in option A.
From what I can gather from the manual, option B can only be done by using setAdditionalColor to 'tint' an entire object (in which case each quad would have to be a separate object), and option A could be done by generating a 1x1 texture from a color using AddTexture(width,height,color). Correct?