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U+315FF: original barely touches (0.02px), quad curve has some “belly”, and it’ll surely touch! Tangents are immobile, both are extrema.
![image](https://user-images.githubusercontent.com/10164882/20…
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Attached scene:
[Interior_Embree_IntersectionBug appleseed project.zip](https://github.com/appleseedhq/appleseed-max/files/2311308/Interior_Embree_IntersectionBug.appleseed.project.zip)
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Intersection returns a Trimesh Scene when there is actually an intersection. This does not seem correct according to the API. Plus, I can't access the vertices in the intersection like I want.
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In case of a polygon and multi-polygon, the current implementation of simplify may generate self-intersecting polygons/multi-polygons. For the tilemaker project I have implemented a self-intersection …
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This is a crucial part of the cam portion of the "mega project" and will need to be tested and solid before I even begin.
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I know this is just a demo so it's probably not that important.
When I played around with the triangulated lines demo I quickly produced ugly slivers.
It happens whenever you move the snake in one dir…
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**maplibre-gl-js version**: 3.3.1
**browser**: Firefox 118
### Steps to Trigger Behavior
1. Create vector tile from example GeoJSON (see below) using ogr2ogr `ogr2ogr -f MVT -dsco EXTENT…
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There is some self-intersection during the ao pass.
This was not a problem before because the triangles of debugdraw were perfictly aligned with the voxels, so the epsilon was enough. Now the voxels …
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Not sure what would be the best solution to this and if there is a reason for the latency such as to not have self collision issues. However even playing with 0 latency the trail is a good 5-10 blocks…
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- [ ] Render on grid. Check grid example in vpype
- [ ] Vpype scale
- [ ] Simple depth first algorithm
- [ ] Grid base renderer
- [ ] Path renderer
- [ ] Wall renderer
- [ ] Bridges maze
- [ ] Hex gri…