I'm thinking of using an OctTreeSceneNode in my project, used for very large terrain. The way I have the terrain set up is; The world is split into "chunks" and within each chunk there are 16x16x16 voxels, so this means the terrain is destructable (by manipulating voxels), so I'm wondering:
1. When I need to regenerate the terrain (when I add / remove a voxel), I'll need to update the whole OctTreeSceneNode mesh, correct? There's no easy way to just add / remove certain vertices?
2. Would this be easier with multiple OctTreeSceneNodes, for each chunk, or some 'group' of chunks (i.e 3 chunks in a node)? Obviuosly the chunk(s) the player(s) are currently in will need to be seperate, for quick updating. So would just using an IMeshSceneNode be enough? I'm assuming so.
Thanks in advance!