Hello,
I am trying to generate detailed meshes to create a navmesh from them.
But the catch is that I would like to have some meshes generated using erode area and some other not using it. The reason is because for some polygons I make sur that the creature won't clip through the wall in the locomotion code and since the corridor is really narrow, erode will just get rid of all the polygons.
Is there a way to merge different detail meshes inside the rcPolyMeshDetail?
Or does someone see a way for me to achieve what I would like?
Here is the pipeline I use to generate the navmesh:
- rcCreateHeightfield
- rcGetChunksOverlappingRect
- rcRasterizeTriangles
- rcFilterLowHangingWalkableObstacles
- rcFilterLedgeSpans
- rcFilterWalkableLowHeightSpans
- rcBuildCompactHeightfield
- rcErodeWalkableArea (should not call this one in some cases)
- rcBuildDistanceField
- rcBuildRegions
- rcBuildContours
- rcBuildPolyMesh
- rcBuildPolyMeshDetail
- dtCreateNavMeshData
Note: For now what I do, is that a have 2 set of detail meshes and create tiles for both and add them to the navmesh with a different layer index. But the problem is that there is no interaction between them like clipping of polygon...