Comments (3)
when building the smooth vertex normals in mesh.cpp, the nest loops causes inefficiency as well.
can potentially solve both problems at the same time with a point lookup system
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used an epsilon check on the existing loop system.
can revisit this with the lookup in the future
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look into the performance of smooth shading
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Related Issues (18)
- loadOBJ files
- UI controls (camera fov, camera position, objects in scene, lighting parameters) HOT 1
- export screen to image (STB)
- different types of normals for shading
- lighting disable/enable HOT 1
- resize models HOT 1
- different shaders
- add rotate camera option
- subdivision surface (Catmull Clark)
- subdivision surface (Doo Sabin) HOT 1
- subdivision surface (loop)
- add per-corner normals
- support polygonal meshes
- add PBR shading
- add NPR shading
- mesh simplification (QEM)
- refactor into functions
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