HeightfieldTesselator Artifact

Hi all,

I’m using the HeightfieldTesselator. And I’ve noticed an artifact of sorts. There appears to be dark seams outlining where the quads are. It ends up making a gridded pattern in some places, which I’d like to get rid of if possible. Does anyone know what this is from?

You can see the effect clearly here in an image pro-rsoft posted before:

I suspect it might have something to do with using the nearest 4 vertex neighbors to calculate the normal instead of 8. But I’m not sure. I’m also wondering if it has something to do with triangle lists vs. strips and how that plays out on the graphics card. I kind of doubt that though.

Any help would be appreciated. Thx. :slight_smile:


Oh well. I suppose this is a silly question. I’ll just assume it’s just how the normals are. Thanks anyways. :slight_smile:


It does seem like a problem with the normals. Perhaps the normals have an incorrect scale? If so, you may be able to correct it by using:


But a better fix would be within the HeightfieldTesselator itself.


Hi Dave,

Your suggestion didn’t change anything. I’ll probably end up reworking the normals then. Thx. :slight_smile: