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pin calls gfunction right away, which leads to unordered faces by default (if I understood this correctly). sortfaces! resolves that, but I think this can be automated by (priority) queuing. Instead of calling gfunction, its call could be queued and that queue stored in a struct. A final pin call on that object then draws everything. Something like:
# queues based on distance from eyepoint
pq =SomeQueue(eyepoint)
# queues gfunction calls - both functions and parameters - instead of actually callingpin.(pq, [Point3D(randn() *50, randn() *50, randn() *50)
for x in1:75, y in1:75, z in1:75])
# call all gfunctions in order of prioritypin.(pq)
A drawback would be that the eyepoint has to stay fixed for the queue's whole lifetime, but that's not too bad.
The text was updated successfully, but these errors were encountered:
pin
callsgfunction
right away, which leads to unordered faces by default (if I understood this correctly).sortfaces!
resolves that, but I think this can be automated by (priority) queuing. Instead of callinggfunction
, its call could be queued and that queue stored in a struct. A finalpin
call on that object then draws everything. Something like:A drawback would be that the eyepoint has to stay fixed for the queue's whole lifetime, but that's not too bad.
The text was updated successfully, but these errors were encountered: