Where did you get this info?
Would a loop like this would be really slow with what you're talking about?
If this is true, it kinda sucks that this information wasn't made available sooner. I thought Blitz was updating the vertex positions just before I called renderworld. But I guess it makes sense that it would do it before linepick. Maybe it should do it when you call uipdateworld, though that would update the collisions, so if this is the case, maybe it needs a specific function for forcing the update at certain times so you can just do it once per loop.
Would a loop like this would be really slow with what you're talking about?
For To_X = 0 To Tile_Subdivision From_X = To_X Tile_Vertex = To_Z*(Tile_Subdivision+1) + To_X VX# = VertexX#(Tile_Surface, Tile_Vertex) VZ# = VertexZ#(Tile_Surface, Tile_Vertex) Neighbor_Vertex = From_Z*(Neighbor_Subdivision+1) + From_X VY# = VertexY#(Neighbor_Surface, Neighbor_Vertex) VertexCoords Tile_Surface, Tile_Vertex, VX#, VY#, VZ# Next
If this is true, it kinda sucks that this information wasn't made available sooner. I thought Blitz was updating the vertex positions just before I called renderworld. But I guess it makes sense that it would do it before linepick. Maybe it should do it when you call uipdateworld, though that would update the collisions, so if this is the case, maybe it needs a specific function for forcing the update at certain times so you can just do it once per loop.