I’m creating a terrain in PhysX. Basically works well except it’s not tesselating the same way as my terrain renderer. I’ve been experimenting with setting or clearing the tessellation flag in the PxHeightFieldSample(s) but that doesn’t seem to make any difference to the way the terrain looks in the PVD. I’m assuming the PVD is showing an exact copy of what the physics engine sees? E.g. regardless of if the flag is set or cleared the quads are always split the same way in the PVD output.
I’m pretty sure the flag is getting set because when I debug my code and check the samples I can see that the top bit of materialIndex0 is set true if I set the flag and 0 if it isn’t (I assume Nvidia are using the top bit to flag the tessallation).
Has anyone experimented with this? I’m just wondering if it’s something I’m doing wrong or a bug in the engine. As a last resort I could change my renderer to match what PhysX is doing but seeing as there is a flag to control the tessellation I feel like that should work.