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I am trying to solve a problem over a Rectangle Geometry. my rectangle min and max are [0,0], [1,1].
I get the below error:
> Warning: Rectangle boundary_normal called on vertices. You may use PDE…
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The current ghost implementation checks the intersection for every ghost for every pixel. This is fine when the ghosts are less than 100. I plan to display much more than that, say 100k. We'll see.
…
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Provide tensors with low rank and fixed dimensions, for geometry and graphics.
Especially,
shape | name alias | usages |
---|---|---
(2) | 2d-vector | planer coordinate, planar disposition
(3…
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As per current Ensemble implementations, and inherent limits of this type of tethering/mirroring in VisionOS, is there any possibility of passing along immersive content/SBS stereoscopic 3D data as a …
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**Is your feature request related to a problem? Please describe.**
As a game developer I would like to export UV maps and textures from openscad as well as geometry.
**Describe the solution you'd…
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### Description of the bug
Often times models have concave geometric borders where colors would split, however PrusaSlicer seems to waffle back and forth on which color should get "right of way" ca…
jb221 updated
8 months ago
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I'm colliding against visible/arbitrary geometry a lot, which is slooow. I would appreciate a more efficient collision solid; Even a static one would be very helpful.
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### Describe the project you are working on
any 3D game.
### Describe the problem or limitation you are having in your project
no limitations, but maybe a shiny feature
### Describe the fe…
ywmaa updated
5 months ago
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I am having trouble getting the same 3d cloud results from OrbbecViewer using the CoordinateTransformHelper (CTH).
To compute the 3d points, we use this:
```
static constexpr uint32_t s_dw = 64…
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I found the same issue on jtydhr88 / ComfyUI-InstantMesh, but it's been archievied. I also read that in the past a user solved the same issue by updating to CUDA 12.1, but since 12.1 is my current ver…