Hi,
When you do your own integration, you do not need to create chunky
trimesh. Chunky trimesh is RecastDemo's way to quickly query large
input meshes so that it only needs to handle a subset of triangles
when processing one tile. When you regenerate a tile, you will need
all the input geometry that touches it. I recommend to use your own
engine's world query to get the relevant meshes and entities.
Take a look at Recast.h, there are functions to rasterize one
triangle, indexed triangles (draw elements) and flat list of triangles
(draw array). You can use any combination of them during the
rasterization phase.
--mikko