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
My app currently "untriangulate" the objects' meshsets to obtain one polygon for each face, but the process can take up to 2 seconds per object if the meshset is large (over 3200 triangles in this case).
My code could probably use some more optimization but I was wondering if there were a way to directly get the objects as polygonal faces instead of triangles.
I know I can render the edges instead, but I assume it's not always trivial to generate the faces from them either.
Thanks for the great work!
The text was updated successfully, but these errors were encountered:
Hi,
take a look at the method computeCreaseEdgesFromMeshset(...)
It is very fast, takes only milliseconds for meshes of thousands of triangles. And it can be run in parallel easily.
Hi,
My app currently "untriangulate" the objects' meshsets to obtain one polygon for each face, but the process can take up to 2 seconds per object if the meshset is large (over 3200 triangles in this case).
My code could probably use some more optimization but I was wondering if there were a way to directly get the objects as polygonal faces instead of triangles.
I know I can render the edges instead, but I assume it's not always trivial to generate the faces from them either.
Thanks for the great work!
The text was updated successfully, but these errors were encountered: