@AP: Thank you! :)
Anyways, so what I am trying to do now, is including my STEP_SIZE constant into the terrain rendering!
I have it half-way done now. The code looks like this:
for ( int j = 0; j < ( MAP_SIZE - 1 ); j++ ) { glBegin ( GL_TRIANGLE_STRIP ); for ( int i = 0; i < ( MAP_SIZE - STEP_SIZE ); i += STEP_SIZE ) { int base = j * MAP_SIZE + i; glNormal3f ( normals[base].x, normals[base].y, normals[base].z ); glVertex3f ( trn[base].x, trn[base].y, trn[base].z ); glNormal3f ( normals[base + MAP_SIZE].x, normals[base + MAP_SIZE].y, normals[base + MAP_SIZE].z ); glVertex3f ( trn[base + MAP_SIZE].x, trn[base + MAP_SIZE].y, trn[base + MAP_SIZE].z ); } glEnd ( ); }
And this is what it renders:
As you can see, in the one direction ( either x or z ), it renders the terrain by using the STEP_SIZE constant properly. In this direction, that awful terrace effect disappears! The other direction is left untouched, because when I change that first loop to...
for ( int j = 0; j < ( MAP_SIZE - STEP_SIZE ); j += STEP_SIZE )
...then it renders only small "cables" going in that direction.
So I'm looking for help on how to properly use the STEP_SIZE constant when rendering my terrain, I guess. Any ideas?