Vertexx() and co

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Anybody know anything about vertex order?

I'm putting a sine wave through a horizontal flat mesh. It's
to give the effect of a sliced view of water for a platformer so the mesh is only one quad 'thick' into the screen and about 50 quads across it.
I have it working save for the odd vertex which is out of synch with its closest neighbour. I'm simply going through the surface from zero to countvertices.

I don't see how I can either control during creation in Max or in Blitz the vertices index order....I can just see that somewhere there is spanner in the works and that as I count through them the 'visual' vert order is leap frogged from time to time but always in the same place.