okay i looked into the debug mesh display issue i found and
the result is that there is nothing wrong with it ,its not
bugged as i thought ,the real problem is the 64k vertices limit
of entities, so with to much detail in the navmesh the debug
mesh wont be displayed , i thought i could try and draw this
the same way as terrain gets drawn but i dont know how i will
draw it that fast ,dont know how and if i can draw it with
d3d into the scene ...

i added a function to save the navmesh into a mdl file
so after a initial build the navmesh can be saved
as a mdl file which can be used to build the level from
instead of selecting all models entities in the level
as usual ,i fount it takes about half the time to build
from that saved mesh ,this is because some triangles have
already been filtered out of it and it already has all triangles of
all the meshes that were build from in the previous build its already a
navmesh ..
(this is where i am going to try and solve saving and loading a navmesh without building again)
maby maby not .......big maby not

displayed here is the terrain
the navmesh (previously build and saved) and reloaded and build in yellow
the blue is the debug_mesh(which is the navmesh also i save to mdl)
theres some build setting wrong here as the navmesh has some holes and stuff
i cant built it with more deatail and display it because of the 64k limit but
i can build it with more detail and not display it....

Last edited by Wjbender; 11/22/12 16:23.

Compulsive compiler