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Using Vulkan, display meshes (== many triangles, in short):
TODO:
- [ ] Vertex buffers:
- Vertex input description
- Vertex buffer creation
- Staging buffer
- Index buffer
- …
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Hi there,
I followed the tutorial and encountered 2 issues in `server.py`:
* `from compas.utilities import flatten` could not be imported
* Google Chrome failed to display the objects due to CO…
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Hello,
I have the following problem:
I am trying to set up a triangle mesh using the NVIDIA documentation: [NVIDIA Docs](https://nvidia-omniverse.github.io/PhysX/physx/5.3.1/docs/Geometry.html#tri…
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We currently support converting quad/hex meshes via convert_hypercube_to_simplex_mesh() to simplex meshes, where each triangle is cut into 8 triangles (in 2d).
In #17639 I am adding a way to do alf…
tjhei updated
2 months ago
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Hey, just wanted to discuss about adding a few things.
Correct me if I'm wrong but, `Document` isn't very easy to manipulate : you have to browse the whole tree to find your meshes (vertex position…
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### Bug Description
In warp/sim/integrator_euler.py line 306 there are hard-coded collision checks between triangles that are less than 0.01 apart. When loading a soft deformable mesh that is on mill…
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RayMeshIntersector.intersects_location() [has the following comment](https://github.com/mikedh/trimesh/blob/6ed17ba4656b2f71ba45228e9a91fc1f8ae09f00/trimesh/ray/ray_triangle.py#L72):
> If you are c…
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Inti's mesh type looks very powerful, but seems a bit complicated for my basic needs.
Could you provide some basic examples of just defining a 2D boundary from a list of point, or a 3D surface from…
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In [tool](https://github.com/hassony2/obman), I can't seem to find the code that generates _mesh_hand_ and _mesh_obj_ folders directly, can anyone help me find it?
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Implement Triangle Mesh instead of using a Group.