ClodMesh originally ported from David Eberly's c++, modifications and enhancements made from there.
This class is an extention of TriMesh that allows the option of rendering a trimesh at various degrees of accuracy.
Since there are not many information about it on javadoc i tought would be best to ask on the forum.
So they can be used to make a LOD Terrain like oblivion? or nothing to do with it? and if so, it replaces all others Mashes used for terrain? or for the closer nodes i should still use another type?
i think CLOD is more usable for single objects (characters, trees, houses, …). What you do is you have a high-polygon house and you load it. Then when the Camera is far away from the house, the model switches to a lower-poly version of the house, so it still looks the same but performs better. the C stands for continuous i guess, which means that jme can "calculate down" the model continuously as you move farther away. There is aly a Discrete LOD which has N fixed versions of a single model and you swith to which fits best from a given distance (which is faster at runtime i guess).
What Bethesda did at Oblivion is a whole different story, BUT i guess you could use DLOD or CLOD for the various single models to rebuild something like that.