The patch looks functional to me ( I have not tested it though.)

A few minor suggestions:

- You may now be able to return navMesh->GetDebugMeshes(); rather than
iterate through it as before because the previous iteration was to collate
debug meshes from multiple nav meshes.
- Rather than iterate through navMeshes until you find the one that matches
the requested sector, could you not just look up the required sector's nav
mesh in navMeshes given that navMeshes is a hash table with keys of type
iSector?

Finally, I agree that the csArray<csSimpleRenderMesh*> could be replaced by
a hash table but not sure on which would be better. Perhaps with your new
method for GetDebugMeshes, if the application developer wants a hash table
they can loop through all sectors performing GetDebugMeshes and
constructing the hash table themselves?

Kind regards,
Sam.

On Thu, Aug 30, 2012 at 9:07 PM, Vincent Knecht <knecht.vinc...@gmail.com>wrote:

> Hello,
>
>   in navmeshtest & pathfindingtest, the drawing of debugmesh using
> csSimpleRenderMesh
> really slows things down, and might be really messed when, I guess,
> distinct sector use
> the same "space" in x/y/z.
>
> The quickest fix I found was to change iCelHNavStruct::GetDebugMeshes()
> to iCelHNavStruct::GetDebugMeshes(iSector* sector = 0) so the application
> can filter
> depending on current sector. The app should prolly use a sector change
> callback to
> update the debug meshes. Does the attached patch look acceptable ?
>
> An other option might be to store them as a hash keyed by sector, instead
> of a
> csArray<csSimpleRenderMesh*> mixing all sectors. Would it be better ?
>
>
>
>
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