Hello once again ;] I have one more pertinent question about PolyVox I need a little help in understanding, that is use with Recast Navigation, specifically how to extract triangle data from the Surface Extractors as is needed by Recast.
I found a Surface Extractor supplies us with Indices & Vertices but no triangle data, that being said I assume you can construct the triangle data from the Indices and Vertices?
Assuming again my previous statement is correct does anyone know how this can be accomplished? If that's not feasible does anyone know how you would go about getting the triangle data? More precisely the x,y,z position of all three vertices of a triangle are required to be passed to Recast.
I'm thinking the indices are some sort of description of a triangle and point to which vertices needed?
As always the communities help is most greatly appreciated :]
I plan to release a tutorial project on how to get the two working, that is if I can do it myself

I have two options, rasterize each triangle into the heightfield
Code:
/// Rasterizes a triangle into the specified heightfield.
/// @ingroup recast
/// @param[in,out] ctx The build context to use during the operation.
/// @param[in] v0 Triangle vertex 0 [(x, y, z)]
/// @param[in] v1 Triangle vertex 1 [(x, y, z)]
/// @param[in] v2 Triangle vertex 2 [(x, y, z)]
/// @param[in] area The area id of the triangle. [Limit: <= #RC_WALKABLE_AREA]
/// @param[in,out] solid An initialized heightfield.
/// @param[in] flagMergeThr The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
void rcRasterizeTriangle(rcContext* ctx, const float* v0, const float* v1, const float* v2,
const unsigned char area, rcHeightfield& solid,
const int flagMergeThr = 1);
Or rasterize a triangle mesh into the heightfield
Code:
/// Rasterizes an indexed triangle mesh into the specified heightfield.
/// @ingroup recast
/// @param[in,out] ctx The build context to use during the operation.
/// @param[in] verts The vertices. [(x, y, z) * @p nv]
/// @param[in] nv The number of vertices.
/// @param[in] tris The triangle indices. [(vertA, vertB, vertC) * @p nt]
/// @param[in] areas The area id's of the triangles. [Limit: <= #RC_WALKABLE_AREA] [Size: @p nt]
/// @param[in] nt The number of triangles.
/// @param[in,out] solid An initialized heightfield.
/// @param[in] flagMergeThr The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
void rcRasterizeTriangles(rcContext* ctx, const float* verts, const int nv,
const int* tris, const unsigned char* areas, const int nt,
rcHeightfield& solid, const int flagMergeThr = 1);
/// Rasterizes an indexed triangle mesh into the specified heightfield.
/// @ingroup recast
/// @param[in,out] ctx The build context to use during the operation.
/// @param[in] verts The vertices. [(x, y, z) * @p nv]
/// @param[in] nv The number of vertices.
/// @param[in] tris The triangle indices. [(vertA, vertB, vertC) * @p nt]
/// @param[in] areas The area id's of the triangles. [Limit: <= #RC_WALKABLE_AREA] [Size: @p nt]
/// @param[in] nt The number of triangles.
/// @param[in,out] solid An initialized heightfield.
/// @param[in] flagMergeThr The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
void rcRasterizeTriangles(rcContext* ctx, const float* verts, const int nv,
const unsigned short* tris, const unsigned char* areas, const int nt,
rcHeightfield& solid, const int flagMergeThr = 1);
/// Rasterizes triangles into the specified heightfield.
/// @ingroup recast
/// @param[in,out] ctx The build context to use during the operation.
/// @param[in] verts The triangle vertices. [(ax, ay, az, bx, by, bz, cx, by, cx) * @p nt]
/// @param[in] areas The area id's of the triangles. [Limit: <= #RC_WALKABLE_AREA] [Size: @p nt]
/// @param[in] nt The number of triangles.
/// @param[in,out] solid An initialized heightfield.
/// @param[in] flagMergeThr The distance where the walkable flag is favored over the non-walkable flag.
/// [Limit: >= 0] [Units: vx]
void rcRasterizeTriangles(rcContext* ctx, const float* verts, const unsigned char* areas, const int nt,
rcHeightfield& solid, const int flagMergeThr = 1);
I'm going to attempt to rasterize the triangle mesh into the heightfield since the surface extractor gives me a triangle mesh to work with, it would seem more efficient to do so as well. I'm working in junction with PolyVox forums & Recast forums.