Improved extractSubset() to generate more memory efficient meshes.
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@ -313,28 +313,59 @@ namespace PolyVox
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return result;
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}
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for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
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assert(m_vecLodRecords.size() == 1);
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if(m_vecLodRecords.size() != 1)
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{
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SurfaceVertex& v0 = m_vecVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v1 = m_vecVertices[*iterIndex];
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iterIndex++;
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SurfaceVertex& v2 = m_vecVertices[*iterIndex];
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iterIndex++;
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//If we have done progressive LOD then it's too late to split into subsets.
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return result;
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}
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std::vector<int32_t> indexMap(m_vecVertices.size());
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std::fill(indexMap.begin(), indexMap.end(), -1);
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for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt += 3)
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{
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SurfaceVertex& v0 = m_vecVertices[m_vecTriangleIndices[triCt]];
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SurfaceVertex& v1 = m_vecVertices[m_vecTriangleIndices[triCt + 1]];
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SurfaceVertex& v2 = m_vecVertices[m_vecTriangleIndices[triCt + 2]];
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if(
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(setMaterials.find(v0.getMaterial()) != setMaterials.end()) ||
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(setMaterials.find(v1.getMaterial()) != setMaterials.end()) ||
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(setMaterials.find(v2.getMaterial()) != setMaterials.end()))
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{
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uint32_t i0 = result->addVertex(v0);
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uint32_t i1 = result->addVertex(v1);
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uint32_t i2 = result->addVertex(v2);
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uint32_t i0;
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if(indexMap[m_vecTriangleIndices[triCt]] == -1)
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{
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indexMap[m_vecTriangleIndices[triCt]] = result->addVertex(v0);
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}
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i0 = indexMap[m_vecTriangleIndices[triCt]];
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uint32_t i1;
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if(indexMap[m_vecTriangleIndices[triCt+1]] == -1)
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{
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indexMap[m_vecTriangleIndices[triCt+1]] = result->addVertex(v1);
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}
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i1 = indexMap[m_vecTriangleIndices[triCt+1]];
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uint32_t i2;
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if(indexMap[m_vecTriangleIndices[triCt+2]] == -1)
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{
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indexMap[m_vecTriangleIndices[triCt+2]] = result->addVertex(v2);
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}
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i2 = indexMap[m_vecTriangleIndices[triCt+2]];
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result->addTriangle(i0,i1,i2);
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}
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}
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result->m_vecLodRecords.clear();
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LodRecord lodRecord;
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lodRecord.beginIndex = 0;
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lodRecord.endIndex = result->getNoOfIndices();
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result->m_vecLodRecords.push_back(lodRecord);
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return result;
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}
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