Im in a bit of a quandary here. Most of the tutorials I can find on drawing terrain tend to start at the bottom left of the height map.
In my situation, the source elevation data I get starts at the top left. Trying to calculate the pointer offset for the bottom left and looping through it is going to make things an absolute nightmare... Any suggestions on how the vertex order should be set up so as to avoid running into the problem of backface culling? I know I can set the rasterizer to draw the triangles clockwise instead of the default counter clockwise but I am unsure as to what the vertex order in the triangle strip would look like then.
I would like to set things up so that I load only the height map into the shader along with the position of the top left corner, and then adjust the x and z values of the vertex based on a fix resolution using the vertex id number.
Edited by Naruto-kun, 15 June 2014 - 10:04 AM.