Hey,
I've mused about this before in other posts but i'm on about the.. i guess fastest, way to have your levels. One object or many.
I've decided probably the fastest thing I could do would be to merge all objects into one and then render it in game using an occlusion culling shader. Should work out as pixel perfect vertex hiding, not drawing anything that was obscured by anything else and what not, right?
So i'm wondering about the compilation of such a level. Presuming your level editor lets you make your world out of seperate objects and prefabs etc, whats the best way to merge it all into one final object when you compile the level? Now I noticed a vertex command for adding vertex data to an object which sounds like a good place to start to me, i'm pretty sure that using that or at the very least using memblocks i could make up an "object" of everything merged, but what is totally puzzling me is how textures would react to this. Does using the vertex commands to add the vertex data of other objects to the world mesh keep the texture data and texture name so all i have to do is save off the object and then load it with all the textures of the seperate objects in the right place, or do i have to somehow compile some sort of texture map and maybe even have to calculate the uv for each new vertex in the world mesh? (gulp)
if anyone could shed some light on this, appreiciated