I have a tesselated terrain, this is how a quad path looks like : (integer subdiv)
integersubdivgird.jpg 61.87KB 0 downloads
But it's not good for my (havok's based) heightfield, the triangles should all go like this:
Is there a way to achive this on the hardware? I tried all the the partitioning types:
"integer", "fractional_even", "fractional_odd", "pow2"
None of them does this.
Any help is welcome.