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you'll probably be ok extracting a 64x64x64 region but that 128x128x128 is probably too much.
I can get a 32x256x32 region, but 64x256x64 is too much. As my test I'm creating a random heightmap of the same size as the volume and setting the density of each voxel at the height specified by the heightmap (between 0 and 255) to 255. This results in a mesh that looks like a "thick" heightmap. Of course the number of indices varies greatly depending on the contents of the volume, so there's no "safe" size to always create the meshes.
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To be honest I don't know how much of a problem this is in practice
Smaller meshes = more draw calls. It won't affect performance an enormous amount having the mesh split up this much but I still have to explore every option.
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You could investigate an algorithm to generate strips/fans from lists. I don't know how this is done but I guess standard approaches exist. Anyone know anything about this?
I was hoping you'd know this
I'll do some more research but to be honest I have no idea what to search for.
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You could manually split the index buffer into two separate smaller ones, both using the same vertex data. I guess this should be pretty easy.
I hadn't considered this. It might help, be I really have no idea how I would go about doing this in DBPro and that's something you can't help with.
Anyway you've given me some ideas, so thanks for that
Clonkex