Hi,
charlie {l Wrote}:"The idea is to interpolate track mesh geometry to get a smooth surface using cubic interpolation for contact position and quadratic interpolation for the normal derived from triangle mesh vertex and normal data."
This feature would make a lot of tracks nicer to drive on as you wouldn't have the sudden changes in track slope angle as you pass over segment boundaries.
Just to be a bit more precise: we have the option to interpolate the normals, but not the position. And as auria has written, this works fine for some tracks, but tracks where the actual road and a border (wall, fence, ...) share a vertex, the normals can not be used. This could of course be fixed in the tracks, but is quite a bit of work (and makes the task for track designer even more complicated).
We have also thought about fixing this, e.g. by discarding triangles that are too step and then recomputing all normals (so walls etc. would be discarded), but that's not trivial either. Since the impact of the interpolation was (so far) not that great, we have for now stopped working on that (but I will revisit this as part of my current work on the physics).
Thanks a lot for thinking of STK

Joerg