I am encountering a weird problem.
I am drawing triangles with triangle list, my goal is to create some sort of terrain.
I have divided the terrain into squares, each square having four corners, thus four slope points.
The map is basically a grid. To simulate height I set for example the bottom right corner of a tile to have an Y value of 0.6 while the adjacent tile then have a bottom left corner of 0.6
And so they form a kind of spike. And thus simulating an easy concept of terrain I guess.
But to make things easier, I have separated my terrain into areas giving one area 16x16 tiles, so instead of a big vertex buffer I have one vertex buffer per 16x16 tiles.
This is where my problem occur, for some reason the tiles in the next area doesn’t fit my last area, even though the y values are the same.
Here is a picture between a crossing of four different areas, showing the error. I did the numbers, they are all right. This is some peculiar stuff I don’t understand yet.
Oh and wireframe, It’s not from the same area though, but it’s from four areas meeting.