Comments (2)
The comment is slightly out-of-date, in that you can now configure this behavior (look at AddTriangleFailBehaviors). The default for duplicate triangles is still to discard them, though.
if you throw in this situation, then you will not be able to load a significant percentage of real-world meshes (DMesh3Builder is used by the mesh loaders). This is not practical for a mesh processing library, we have to be able to load these files.
But, I can add a throw option to AddTriangleFailBehaviors, if you really think you want it.
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Nah. Maybe change comment to reflect the changes? Meshes are almost never perfect.
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Related Issues (20)
- Convert mesh regions to 2d, alter in 2d, push back into 3d mesh
- Is this project dead? HOT 1
- Get brick materials right
- Fix hover info on bricks
- Rewrite right pointer (PLEASE!) HOT 1
- Mesh expansion and comparison
- Refactor cursor3d
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- Write playmode tests for right pointer flow
- Rider clean project to adjust line length
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- Example of mesh volume calculation HOT 3
- 这个可以做曲面拟合吗?
- Can this be used for surface fitting?
- Narrow band SDF generation from meshes is adding a shell to objects HOT 1
- Minkowski sum 3D
- Get closest vertex on mesh surface HOT 2
- Boolean operations on polygons and polyhedra?
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