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  • $\begingroup$ Hi and welcome! The chances of getting a satisfactory answer increase if you give a complete example. What do you have (an in-game map?) and what do you want to do (culling? splitting into virtual sub-maps?). The example should include a screenshot or a sketch, as well as a description for a sample setup (e.g. add default plane, subdivide it 2x, ...) or a blend file, and a small, complete and executable script that tries to solve the task. Finally, a description of the result and what does not work. $\endgroup$ Commented Oct 9, 2024 at 9:59
  • $\begingroup$ I kind of thought that i explained everything well enough, especially with the given code example. I can not share what i am actually working on because it is confidential but i will update my initial question $\endgroup$ Commented Oct 9, 2024 at 10:12
  • $\begingroup$ Sorry, it was not clear at all. Thanks for the update & the images meanwhile. Unclear things: 1) What are "2×2 chunks (with infinite height)"? -- I guess those are the red sections, right? The mesh is quartered, only X and Y of the position are relevant, and Z is ignored, right? 2) " it should be divided recursively into smaller 2×2 chunks." -- It should be quartered again, right? 3) The mesh seems to be triangulated -- clear now. It is. 4) Blender does not guarantee a certain order of the verts. Can you guarantee it? If not, it's chaotic. 5) What about the faces that is in 2 sections? $\endgroup$ Commented Oct 9, 2024 at 10:57
  • $\begingroup$ 1) Take the meshes bounds and divide them by 2 (while not chunking in the height dimension) and choose everything within. So yes, you are right with your assumption. 2) yes, just like in my image. However i dont like how its worded. The mesh is not supposed to be cut, i just want to get the faces/verts within this "imaginary" boundary. 3) yes 4) i do not care about order, just about intact faces 5) I answered that in my post. Check the penultimate paragraph. If a face is within 2 chunks, it can be placed into the chunk that the average position of all verts is in (or randomly chosen). $\endgroup$ Commented Oct 9, 2024 at 11:44
  • $\begingroup$ 4) but the order is crucial here ;-) You get these strips because the indices are in natural order (1,2,3,4 ...). If you mess up the order by a modifier or DynTopo (43, 1, 99, 17, ...) you will get a few random "shreds" of the mesh and they are not even in the correct section. So I wonder why you rely on the indices at all if you actually want to divide them into sections. In this case, it's the positions that matter, not the indices. $\endgroup$ Commented Oct 10, 2024 at 12:29