Basically we were checking case code of the ReuseCell to know if we can
re-use a vertex from it, but sometimes the associated cell did not write
a re-usable vertex, and we were not resetting such vertex indices.
So in some cases, we were accessing a very old index.
The case code doesn't need to be remembered, we just reset the first vertex.
No need to check if the ReuseCell was empty, we can read the vertex directly,
as it will be -1 anyways if it isn't re-usable. At least, this fixed the bug
and did not reproduce after testing a lot of noise data sets.
- VoxelBlock contains 6 optional transition meshes
- VoxelLodTerrain calculates transition masks when block visibility changes
- VoxelMesher can now specify different min and max paddings
- Fix Cube::SIDE_POSITIVE/NEGATIVE_X/Y/Z enum not matching Cube::g_side_normals
- Convert transition masks to make up for the Cube:: inconsistency for now
- Allow meshers to specify compression flags
- Use uncompressed COLOR to fit extra vertex data for transition meshes
- Simplify a few interpolations
- Fix a few buffer overruns which were not detected by the debugger
- Use array wrappers to better detect overrun mistakes
Work remains to be done:
- Transform the mesh into proper orientation
- Introduce secondary positions to make it fit in a regular block
- Make it available in the API and use it in terrain nodes