PickedTriangle?

Blitz3D Forums/Blitz3D Programming/PickedTriangle?

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.

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.

Option2 would work better as it can get quite slow rebulding a large mesh.

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?

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.