I’m not sure what contribution you’re referring me to, but looking for it did lead me to a contribution of dx11 nodes which I get the impression had been added to the pack, but I didn’t seem to have them already for some reason.
Anyway, it contains Geometry Split, which is what i’d been looking for really, but unsurprisingly it doesn’t behave the same as the equivalent nodes in dx9.
When i split the vertices out of a simple grid, change the values for the points’ z position and then recombine using geometrybuffer join then it’s no longer 1 smooth mesh, instead the triangles that make up the mesh no longer meet each other at their corners.
Can someone explain what I need to do to fix this, thought it might have been something to do with topology, adjacency or something, but no joy. I know it comes down to my lack of knowledge to do with vertices, indecises, normals etc, which I need to learn properly, but for now, I really need to know just how to deform a simple grid! It was one of the first things I learnt in vvvv, and used it plenty of times, simple but effective it was… now its not so simple anymore!