Firefly wrote:
I guess I'll just have to give it a go and see what the performance is like for large terrain.
Yeah, people have worried about this in the past but I don't think it's really an issue. I think a modern GPU can transfer hundreds of megabytes per second to the GPU, and a mesh from a 32x32x32 region is probably just a few tens of kilobytes. It really doesn't take any time.
Firefly wrote:
How do you guarantee that when you modify a 32x32x32 region that it will have the same amount of vertices and indices? Surely you could have more after modification than what you originally created the VB/IB to store which means you would have to recreate it fully rather than overwriting, correct?
This is correct, there is no guarentee. But how you handle this is up to you - you could have one huge vertex buffer which you manage manually, a set of different size vertex buffers where you choose the smallest one you can, or just allocate on the fly. Standard memory management techniques apply really, but I consider it outside the scope of PolyVox to dictate how you render the mesh it provides. That might sound like an excuse, but it's really just providing you with flexibility
