Original Post
I have a textured terrain consisting of quads/tiles that can be modified at runtime (using picking) by raising or lowering the z-value of the vertices. The terrain is flat at the outset. So far I have modified the normals'' z-value by the same amount as that of the vertex but this only creates some sort a crude shadowing effect.
The question is how to calculate smooth shading for the terrain (already works for models). I guess some sort of averaging of surrounding faces/vertices should be used but I have not found any practical to use.
Anyways, thankful for any help!