Hello, in the past couple of days I have been thinking of a problem with voxels. Like if I make a pyramid shape, which has 4 triangles and quad as a base, not tetrahedron with voxels. Would drawing each "floor" or layer whatever you would call it, by using cubes with 5 sides be a good idea? Would there be drawbacks, when there would not be any kind of connection between some of the vertices? I guess this might lead to glitched graphics?
I am using pyramid as an example of a problem that I was thinking. For example lets say I have 2x2x2 cube, which could be represented by single cube, 6 faces. Then I add one 1x1x1 block so that it is sharing one face of the previous cube. Now I would need to add only 5 faces and let the z-buffer hide the 1/4th of one of the faces that is behind the 1x1x1 cube. Now I would have 11 visible faces but I am just wondering if there is some draw back using this kind of method. Maybe mobile devices wouldn't like redrawing parts of the area again and again?
What I am trying to achieve is trying to optimize the mesh at least a bit, while maintaining the ability to actually modify the mesh. I feel like if I tried to actually triangulate the whole mesh, it becomes quite hard to maintain the ability to add / remove cubes to the already existing mesh vs just trying to find as big quads as possibly to present one single surface despite having part of the surface overlapped by other voxels.
Thank you in advance.
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