lovr.graphics.plane subdivisions
Add a subdivisions argument to plane:
lovr.graphics.plane(style, transform, u, v, w, h, subdivisions)
For heightmaps
Defaults to zero
Use it for a spiffy heightmap example
Maybe a ShaderFlag to help write vertex shaders that displace vertices based on textures.
having separate subdivisions for x and y would be useful for things like screen space techniques (by default they can just be the same value). note the (undesired) wide polygons in the wireframe:

:+1: wonder if it should be a table or 2 numbers
This is implemented on dev branch (takes x and y subdivisions, works with both line and fill modes).