Hi, Thank you Robert...
Here is how I create the mesh: float column_x_loc = -(LAND_WIDTH * LAND_TRIANGLE_WIDTH)/2; float column_z_loc = -(LAND_DEPTH * LAND_TRIANGLE_DEPTH)/2 float column_y_loc = DETAIL_TERRAIN_FLOOR; for (int c = 0;c < LAND_WIDTH;c++) { for (int r = 0; r < LAND_DEPTH;r++) { (*terrain)[thisIndex][0] = column_x_loc; (*terrain)[thisIndex][1] = column_z_loc; (*terrain)[thisIndex][2] = column_y_loc; (*terrain_colors)[thisIndex][0] = 46.0f/256.0f; (*terrain_colors)[thisIndex][1] = 76.0f/256.0f; (*terrain_colors)[thisIndex][2] = 100.0f/256.0f; (*terrain_colors)[thisIndex][3] = 0.3f; column_z_loc += LAND_TRIANGLE_DEPTH; thisIndex++; } } On an update I move all of the rows back one and replace the 1 row with new data. I use a transparent_weight value to have older data disappear as it is updated. float transparent_weight = 1.0; float transparent_adjustment = 0.02; for (int r = 0; r < LAND_DEPTH - 1; r++) { transparent_weight = 0.1; for (int c = 1;c < 50; c++) { col_index = (c * LAND_WIDTH); (*terrain)[col_index + r][2] = (*terrain)[col_index + r + LAND_WIDTH][2]; (*terrain_colors)[col_index + r][0] = (*terrain_colors)[col_index + r + LAND_WIDTH][0]; (*terrain_colors)[col_index + r][1] = (*terrain_colors)[col_index + r + LAND_WIDTH][1]; (*terrain_colors)[col_index + r][2] = (*terrain_colors)[col_index + r + LAND_WIDTH][2]; (*terrain_colors)[col_index + r][3] = transparent_weight;//(*terrain_colors)[col_index + r + LAND_WIDTH][3]; transparent_weight += transparent_adjustment; } } The data at the first row is always smooth. I get missing triangles only in the middle or rear of the terrain. Any suggestions are welcome. I have the program working the way I want if I can get this mesh problem solved. Thank you again! Cheers, Mike ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73930#73930 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org