After wrestling with it, was able to replace the current tile system with the height-enabled terrain system. I still need to do some adjustments so that trees and other objects are also automatically placed, but I’m glad to get the thing working as it is:
You can see from the wireframe map that the shared vertices are also taken note of and raised together to avoid some bad geometry. Working on improving adding controls for manipulating the height of the map too!
However, one issued appeared:
Every square is it’s own separate mesh. Did it that way to have easier control/prototyping of the UV maps since each quad has it’s own easily accessible UV array. (If they were in a single mesh, it would be trickier to handle them, but not impossible).
So for some reason, there is a seam in between the each mesh, as you can see circled in red:
The cause of this is, I’m guessing, some imprecision regarding placement of the vertices and the processing of the graphics going bad at some point. Tomorrow I’ll experiment with using a single mesh and keeping track of UVs with structs or something, and see if this issue goes away.