Assuming the following situation: Large landscape mesh, using hkpExtendedMeshShape und Moop-Code. The mesh should be able to use different materials per triangle/subpart.
Would it be better to use a single vertex / index / materialindex buffer on the whole mesh or use a triangle subpart for all triangles sharing the same material (group the triangles by material, of which generally only a few exist)?
The latter could possibly allow to use 16bit indices instead of 32bit, but as far as I know this would still require the materialindex buffer to store the same index (assuming the triangle grouping per material) for all triangles in a subpart, which would be a waste of memory.
Futhermore, is the performance of mesh shapes using moop generally better with a single subpart or with more than one (but only a few)?
Thanks for any hints,