Another Problem: BuildPolyMeshDetail stopps as mesh.nverts == 0 and mesh.npolys == 0.
Does anyone have a clue? Unfortunately it is not easy to debug, because VS only shows the address of the c++ structs when coding in C#
This Problem occurs for any type of "World": Without WMO and Doodad, With WMO and Doodad, several ADTs
I have debugged it a bit: the spans are always 0. I tried to trace the thing, but it is not that easy.
FilterLowHangingWalkableObstacles() seems to be the first one failing, hence RasterizeTriangles seems to produce some errors.
Maybe someone already has experienced the same, and knows why the Rasterization fails.
The thing is, RecastDemo accepted that tris and verts.
Thanks in advance 
Edit: Seems to be as overlapBounds always kills it.
Code:
private void CalculateTileBounds(out float[] bmin, out float[] bmax)
{
var origin = meshReader.Game.World.Origin;
bmin = new float[3];
bmax = new float[3];
bmin[0] = origin[0] + (Constant.TileSize * X);
bmin[2] = origin[2] + (Constant.TileSize * Y);
bmax[0] = origin[0] + (Constant.TileSize * (X + 1));
bmax[2] = origin[2] + (Constant.TileSize * (Y + 1));
}
Seems to be completely wrong as the formula to get tileX and tileY returns other things for the bmin and bmax.
EDIT: Solved Everything now. I needed to transform bmax and bmin, I don't know why, but I had to.