Thanks to you and RlyDontKnow :-)
For the interface change :
http://www.crystalspace3d.org/trac/cel/changeset/5015
Navmeshtest update :
http://www.crystalspace3d.org/trac/cel/changeset/5016
This seem to fix the 'multiple yellow layers' effect in castle at least
visually.
And gives more FPS...
2012/8/31 Sam Devlin <sammdev...@gmail.com>
> 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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