You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hi @fogleman
I'm trying to wrap my head around your voxel optimization and triangulation code and can't seem to find the part that you referenced in your medium article:
"Each rectangular face starts with four edges. These edges are first segmented where T-junctions occur. We still have a quad, but these points indicate where we need the triangle vertices to be when we triangulate the quad. I use a recursive solution, repeatedly splitting the polygon into two polygons."
I was looking for recursion along these lines but can't find it:
Hi @fogleman
I'm trying to wrap my head around your voxel optimization and triangulation code and can't seem to find the part that you referenced in your medium article:
I was looking for recursion along these lines but can't find it:
fauxgl/voxel.go
Line 193 in 265867c
Could you point me to the part where you split the polygons?
The text was updated successfully, but these errors were encountered: