I know I said I wasn’t going to do this, but…

Shading…I spent some time today fixing the vsMeshMaker bug which was causing procedural geometry to sometimes have weird “creases” which caused sharp changes in lighting across a smooth surface.  The cursor is here pointing to a spot where the old code used to put a sharp crease (for comparison, a screenshot of the old, broken shading).  To be honest, this new implementation still isn’t quite correct;  where the last implementation did the right thing about 95% of the time, this new one does the right thing closer to 99% of the time.  If that eventually becomes a problem, I’ll fix it properly.  But fixing it properly will require a lot more processing and storage, so I’m hoping that the 99% fix will be good enough.  :)

As always, apologies for the debug lines scrawled all over the screen.  They’re just marking various boundaries during my testing.