I've been thinking of using the GridMap as a means of creating blocky voxels or other structures made out of interconnected models. There's just one thing bothering me about the grid map: Is there a way to get rid of interior surfaces that intersect each other so they don't linger in the renderer and waste performance?
Imagine we're using the standard cube mesh as a cell: You place two cubes next to one another. One face on each cube will intersect the other cube's face, you can't see those two faces from any angle. Does the GridMap know to detect this and remove both faces to optimize performance? Is there a call that can be preformed on its mesh when it's updated to do so?
On that note I'm also interested if there's a way to index the vertices of the gridmap mesh after an update to make them common. So in our case with the cube: Don't make the graphics card work with 16 (8 + 8) vertices, merge the 4 touching vertices of the cubes so it only has to work with 12 instead.