-
Following the brief discussion on slack, I am opening this issue to host relevant discussions. Here is the text of my question:
> Are there any recommendations for using MakiE to visualize JuAFEM…
-
### Detailed description of your suggestion
This suggestion refers to a common tool general modeling apps tend to implement pretty early on, being "curve" or "spline" objects which can then be "ext…
-
# Feature: Adding new skinned meshes to TEN engine
## Descriptions:
The objective of this project is to introduce skinned meshes into the TEN engine, enhancing character models' realism and anima…
-
It is perfect work! I wonder about details of rendering in the paper which are not clear in the code (demo.py), especially about render focal and render princpt. I can not get the mesh result picture …
-
### Tested versions
4.3-stable
### System information
Windows 11
### Issue description
It seems that `NavigationServer3D::query_path` has some issues optimizing/finding longer paths. All individu…
-
### Is there an existing issue for this?
- [X] I have searched the existing issues
### Problem description
I try to do any boolean operation on an imported stl mesh and a cylinder I meshed from sol…
-
Doing dist2 for batch could improve rendering. I.e. if rendering lot of overlapping meshes, it would be beneficial to render ones in the front first automatically, to avoid redundant overdraw.
This c…
-
Hello,
I just discovered that the emulator is also capable of simulating planes and meshes (which is great!)
However it's very confusing and irritating that the emulator also renders in the thr…
-
**Is your feature request related to a problem? Please describe.**
It's really had to make bars currently which is kinda annoying since bars and meshes and stuff are just such massive positiv sidefec…
-
Geometry shaders are used to draw wireframe meshes on PC. But Meta Quest headsets don't support geometry shaders in VR. So for Quest we use a [wireframe shader using Vertex IDs](https://github.com/Vav…