PickedTriangle?
Blitz3D Forums/Blitz3D Programming/PickedTriangle?
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Hi, my level editor currently has a grid of 5 * 2000 tiles. This creates 10000 surfaces and is a nightmare as its sooo slow. I want to implement a single surface system so that the 20 different tile types are basically 20 different surfaces. The trouble I have is if I add a tile to say the tile1 surface then use wants to change that tile to the tile2 surface how do I remove those 2 tris from the tile1 surface. I can use PickedTriangle but how do I remove that triangle and it's other quad tris from the surface? Hoep the above makes sence. |
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You have to rebuild the mesh. (check out clearSurfaces) Or another way is to just 'diable' those verts by off-setting them off screen. And then bringing 'em back when in use. I'd do that probably..be much faster unless it's a polys. but grid based..worth a shot. |
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Option2 would work better as it can get quite slow rebulding a large mesh. |
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Either I don't understand what you're suggesting or you don't understand my problem. Imagine a grid of quads 2000*5. They are all seperate surfaces. I have 20 tile types. I want to be make 20 surfaces, one surface for each tile. The trouble is imagine I want tile (2,2) to be set to surface B. I can easily add a quad to surface B at position 2,2 but how do I remove the 2 tris from surface A. Clearing the surface sounds bad news. So how do I locate the 2 tris that I want removed? |
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As far as I know you cannot remove tris/vertices from a surface, your only option is to recreate it without the ones you don't want or move the vertices in question to a remote place where they are not shown when rendered. |