Lot of people are working on tile-based games and using one node per tile, which isn't such a good idea as it causes lots and lots of separate draw calls. Most exporters will group materials into surfaces, but you have to do it yourself if you're making a game from some kind of tile-set.
So, this is an IMesh that lets you drop other meshes or mesh buffers into it using addMesh or addMeshBuffer, then you can create your OctTreeNode or MeshNode and triangle selectors from it in the usual way.
One way to do it would be to split your world up into octtree chunks made from CBatchingMesh, which contains tiles for an area, then cull them using ProSoft's QuadTree node. (that's how i'm planning to use it)
You can get the code here, and a demo here
If you're not using SVN, you'll have to add the following lines to the top of CBatchingMesh.cpp
Code: Select all
#include "SMeshBufferLightmap.h"
#include "SMeshBufferTangents.h"
