Terrain is a single one and unchuncked.
But its createt not at nullposition, its 100 quants ahead
Code:
ENTITY* e = ent_create("terrain.hmp", vector(100,0,0),NULL);



now this code make the c_trace

Code:
if(mouse_right)
  {	   	
  
  	if(c_trace(from.x,to.x,IGNORE_PASSABLE|SCAN_TEXTURE)>0) // trace from camera into the world
  	{
  	  if(HIT_TARGET)	
  		{
  		  
  		 if((hitx!=hit.x)||(hity!=hit.y))  // hitposition changed since the last frame? 
  		   {
   		 // visualize the hitpoint
   		 if(arrow!=NULL){arrow.lifespan=0;}   		 
   		 BMAP* bm = bmap_create("down.bmp");
   		 arrow = ent_decal(you,bm,5,0);  		 
   		 vec_set(arrow.skill_x,normal.x);
   		 
   		 // backup the actual hitposition
   		 hitx=hit.x;
  		 hity=hit.y; 
  		    
  		 // raise the vertex
  		 vec_for_ent(hit.x,you);  // change world - entity coords    
                 var vertex_num = ent_nextvertex(you,hit.x);
  		 CONTACT* c = ent_getvertex(you,NULL,vertex_num);
                 c.v.y += 1;  // increase the vertex height
                 ent_setvertex(you,c,vertex_num);    // update the mesh	
  			
        }
      }  		
   }  	
  }



this makes the very first shot hit the terrain at a certain point BUT the raised vertex is an other!

all the following shots raises the correct vertices and works like it should.



if I comment out the line
Code:
vec_for_ent(hit.x,you);  // change world - entity coords



so I get the complete opposite behaivior.

The very first shot raises the correct vertex but all following traces raises diffrent vertices with an offset distance.


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)