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Your framerate is already looking much better.
That's a screenshot from my work's PC. I get 200-500 FPS in my netbook, using GMABoost to overclock the beast for 10-25% more FPS.
Code:
glTexcoord2D(xPos, yPos);
glTexcoord2D(xPos, zPos);
glTexcoord2D(yPos, zPos);
That looks yummy, I'll have to eat it (And then show you something functional!).
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Is this using some existing library or your own code?
My own code, about 100 lines too. If I ever introduce the 3byte runlenght (Making stuff like "aaabbcddde" compress to "aa1bb0cdd1e" instead of "a3b2c1d3e1"), I'll post the code.
Still, this second method works better with larger entropy data. Maybe compressing volumes works better with simple RLE.
On the other hand, I have been trying to find a good way to compress mesh data, as extracting the mesh takes about 80% more time than loading from an uncompressed file.
I got to merge triangles into quads today, reducing the vertex index file weight by 25%.
Next step is merging adjacent coplanar quads

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I already have something like this, but it's a mess and only works with the Marching Cubes surface so far (not the Minecraft-style cubic surface). 'SurfaceMesh<VertexType>::decimate' is the place to look if you are curious, not to be confused with 'Mesh::decimate...' which is to be deleted.
Yeah, I looked into that function while trying to simplify the mesh.
Didn't work, of course =p
I know what it's like to have a library on the works, documentation changing revision by revision and stuff. Still, I almost gave up after seeing the online docs all empty and placeholderish.
If you don't have docs yet, an empty wiki looks better than an empty section in your web... and we get to give something back to the project too

Well, I'm taking a break 'til tomorrow.
Sayounara!