it works for me without waits, even with terrain lod:
Code:
int j;
for (j=1; j<=ent_status(terrain_entity,0); j++)
{
CONTACT* c = ent_getvertex(terrain_entity,NULL,j); // vertex number begins with 1 !
c.v.y += (float)worklevel; // DirectX coordinate ! y up ! float !
ent_setvertex(terrain_entity,c,j);
}
the only thing does not work is auto-update terrain vertex normals after deformation (which is not needed in case of the example above)