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I saw that this was asked a few years back and that the relevant issue has been since closed, but I wanted to ask if there were any efforts since to make this happen.
Triangle-only support may be c…
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cc_blender_tools 2.1.8
CCIC Blender Pipeline Plugin 2.1.7
CC4 4.42.3004.1
Blender 4.2.0
When I import a character exported from CC4 into Blender using cc blender tools, the normals of the access…
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The [docs provide an example of converting ](https://docs.itk.org/en/latest/learn/python_quick_start.html) that is a [Serialization]((https://wasm.itk.org/en/latest/introduction/file_formats/index.htm…
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Similar to Physiographic Province, quads are derived from the location. Can we make this a field that is just generated based on the location?
We could do this way down the line
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Hello, whenever I import a mesh--whether it's mostly quads or a mix of quads and triangles--Armor Paint always triangulates the faces of the imported mesh. This is not something I want. How do I turn …
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Hi,
Very impressive coding!
Any tips on using Textured quads?
I've compiled mld62 also, but that doesn't run at all for me, but I see you use textures there :)
gwald updated
8 years ago
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The quads should be dumped like the player sees them at playing (not like the map editor shows them).
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This is the skeleton feature that will enable future self-scheduling via the UI here: https://github.com/redhat-performance/quads/issues/98
- Design flexible API scheduling framework using dedicat…
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Why do I need that:
After parsing a Turtle file, I lose all information about the source file. For better tooling support, I propose implementing some kind of "source maps" to trace back from quads …
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I'm confused about these objects in `FiniteElementBase` and their accessor functions:
```
/**
* Number of unique quads. If all quads have the same type, the value is
* one; else it equals …