I got it to work by iterating directly over the vertices with ent_getvertex and then using a scale factor for the vertex positions into the bmap pixel positions .

it's fine like this ,lod works fine ,the heightmap is applied fine and the speed is fine jumping from vertex to vertex.

I dont know what's wrong with that code sivan ,maby its the ent_nextvertex or math section plugged into ent_nextvertex ..

a good feature would be if the height between one lod mesh to the next are morphed/interpolated or smoothly changed over time since height changes from one lod to the next is a sore thumb SOMETIMES ,if there is already such a feature I would like to make use of it ,just point me in the direction ,just a thought though.

jb


Last edited by Wjbender; 12/05/14 11:11.

Compulsive compiler