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Hi again, back with more of a question this time: how can I prevent vertices from being duplicated when exporting? If vert count is high enough, even with no islands, verts on seams will be duplicated…
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With the web client on NA2's main (phobia), the performance is rather dreadful, only reaching around 25-30 FPS.
I ran a performance profiler test for 200,000 ms - and it reported that 85,000 ms was…
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I am working on applying spatial techniques of Geometric Deep leanring on cad meshes. So i have models with varying number of vertices i.e. from 4k to 40k. I tried to implement FeaSt Net now for verte…
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the Vcol are not there on the body mesh, only one named Attribute:
![image](https://github.com/soupday/cc_blender_tools/assets/49880198/71f11406-201e-40c2-9893-9dd6c6cfe9d3)
![image](https://githu…
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_Original author: aboiledtiger@gmail.com (July 15, 2012 00:16:55)_
enhace:
add method vertex(PVector) to pshape class. easier to create shapes.
PShape3D.vertex(PVector p);
_Original issue: http://c…
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See start at 6e0e215
- [ ] make mesh_plot.mesh3d the base functionality
- [ ] what about the quadmesh(, z = ) behaviour? (maybe deprecate in favour of copy_down)
- [ ] allow textures, but remove …
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Consider the `Color` component as applied to a `Mesh3D` archetype. Does the `Color` specify the color of faces, edges, or vertices?
To support this, we could introduced _tagged_ components, allowin…
emilk updated
1 month ago
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# Webassembly DAG interfaces
### related
https://github.com/ipld/specs/issues/35
https://github.com/ipld/specs/issues/38
## Overview
This note presents an initial Webassembly interface for gene…
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I greatly appreciate your paper. I would like to ask if your BRDF decomposition mentioned in Fig18 can be directly applied to the Unreal Engine or Unity Engine?
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My intuition told me that in every simple/collapsed/traveled graph trio, the number of simple vertices minus the number of collapsed vertices = the number of simple edges minus the number of collapsed…
yakra updated
7 months ago