Night everybody. Working to implement a easy terrain editor and have a difficulty I have not been capable of resolve. Within the connected screenshot you may see if I increase up a quad within the terrain the slope on the left facet of the hill has the distinct edge elevating with the hill, whereas the correct quad raises solely the highest left triangle within the quad. That is straight as a result of vertex ordering of the terrain as proven within the pink clouded space of the short sketch. I’ve tried to change to even quad mirror triangulation CCW order (proven in black) versus constant vertex triangulation (purple line), however the third quad (proper slope) nonetheless has the triangle in parallel to the first quad (left slope) producing various kinds of slope.
Is there any algorithm or vertex ordering scheme that may have each vertices slope the identical? Do I must recalculate the indices every change and search for slopes and alter the index ordering?
Thanks upfront for any assist!