Ok, I believe that I fixed a major crash bug.
Uploading a new zip. Those who already have the zip can just update the exe which is downloadable from here:
http://www.twilightempires.com/download ... roject.exeI also capped refresh rate at 40 as some people said their GPU was getting a bit hot (it was capped at 60 before). Update rate is not capped at 40. I wonder what else could be done about this.
My conclusion (related to PolyVox) is that I need to find a way to reduce the terrain's triangles count. The mesh decimilator gave me problems with the triplanar texturing though so I am wondering what else might be an option. It is also way too slow for real time (but could be multi threaded and switched to later on). Also LoD would be very very useful to render larger terrain areas and keep FPS high. So far PolyVox is having the highest triangle counts and GPU attention even when I add hundreds of other objects.
PolyVox related bug?Sometimes when editing quite a bit, a large terrain chunk suddenly disappears. Initially I thought it was due to the new paging system, but after increasing the size even more (more than it needs) and seeing it still happens I do not think so.
Another reason for me to doubt my first guess is because at one time, after it (the chunk) disappeared (or disappeared except for a small hill I made), I tried to edit the same spot again and it came back with the additional new hill I added. Thing is - I did not add functions for streaming in/out voxel data, so polyvox couldn't have retrieved it using the callbacks.
I am not exactly sure what else it could be, either something with my code (which pretty much just calls the meshExtractor and copies the data) or with the meshExtractor.
I managed to replicate the bug and add upload screenshots:
Here I edited each chunk once/twice to try to get one to disappear, here it is:
After editing around the area a small number of times again, the data returned (again, I did not implement the paging callbacks, so it should have been empty except for new data)
Another reason I do not believe it been "paged out" is because the PolyVox's own intersection code worked, even when nothing was visible except for a hill or two that cause it to disappear. Also, sometimes I been making a few hills on-top what should have been flat surface (invisible) and it interescted fine, added the hills but still did not return (only a few edits after).