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The current setup of the git repository does not support pulling the code from git URL using the Unity Package Manager.
> [Package Manager Window] Cannot perform upm operation: Unable to add package…
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It'd be nice to actually be able to see splines.
Shouldn't be hard in the DirectX version since Direct3D actually has built-in support for drawing lines, unlike modern OpenGL for some reason.
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```
I had a look at the Curve drawing. There is an approximation done, we draw them
as a succession of small straight lines. The number of steps is hardcoded to
20, which gives very bad results on b…
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Example option block :
```
opts = Trollop::options do
version 0.1
usage "foo|bar"
synopsis "Reticulate splines"
banner "Recognized options: "
opt :dry_run, "Don't do anything", …
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The current method relies on the points and doesn't show splines or circles very well.
Another method could make a large flat slicing face (extrude it by a tiny amount) then find the intersections…
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We are using the general modelling dialogue with the AIMS students. For other groups it would be more useful if the sequence of dialogues from 2 variables upwards were also improved.
There is a na…
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This might be a quite useful layer, see
http://www.fromthebottomoftheheap.net/2017/10/10/difference-splines-i/
To calculate the standard error for the differences in smooth we need:
`cov(X1b1…
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```
I had a look at the Curve drawing. There is an approximation done, we draw them
as a succession of small straight lines. The number of steps is hardcoded to
20, which gives very bad results on b…
-
```
I had a look at the Curve drawing. There is an approximation done, we draw them
as a succession of small straight lines. The number of steps is hardcoded to
20, which gives very bad results on b…
-
```
I had a look at the Curve drawing. There is an approximation done, we draw them
as a succession of small straight lines. The number of steps is hardcoded to
20, which gives very bad results on b…