Hi, I'm currently running macOS Monterey 12.3 on MBP 2021, with the M1 Pro chip.
For each time to run ./rays, there's an error when the image displays.
`build % ./rays ../data/torus.obj
Ray Triangle Mesh Intersection
|V| 24
|F| 48
Firing 1000 rays...
Method
Time in seconds
brute force
0.04214596748
build tree
0.00006985664
use tree
0.00008893013
igl::opengl::glfw::Viewer usage:
[drag] Rotate scene
A,a Toggle animation (tight draw loop)
D,d Toggle double sided lighting
F,f Toggle face based
I,i Toggle invert normals
L,l Toggle wireframe
O,o Toggle orthographic/perspective projection
T,t Toggle filled faces
Z Snap to canonical view
[,] Toggle between rotation control types (trackball, two-axis
valuator with fixed up, 2D mode with no rotation))
<,> Toggle between models
; Toggle vertex labels
: Toggle face labels
Cocoa: Failed to find service port for displayCocoa: Failed to find service port for display`
However, the object, whether it is a duck or a torus, still appears and I can drag it around and interact with the libigl window as expected.
Is this error something I should be concerned about?
And if we only implement ray_intersect_triangle_mesh_brute_force, are we expecting anything to be drawn on the output?
Hi, I'm currently running macOS Monterey 12.3 on MBP 2021, with the M1 Pro chip. For each time to run ./rays, there's an error when the image displays.
Firing 1000 rays...
igl::opengl::glfw::Viewer usage: [drag] Rotate scene A,a Toggle animation (tight draw loop) D,d Toggle double sided lighting F,f Toggle face based I,i Toggle invert normals L,l Toggle wireframe O,o Toggle orthographic/perspective projection T,t Toggle filled faces Z Snap to canonical view [,] Toggle between rotation control types (trackball, two-axis valuator with fixed up, 2D mode with no rotation)) <,> Toggle between models ; Toggle vertex labels : Toggle face labels Cocoa: Failed to find service port for displayCocoa: Failed to find service port for display`
However, the object, whether it is a duck or a torus, still appears and I can drag it around and interact with the libigl window as expected.
Is this error something I should be concerned about? And if we only implement ray_intersect_triangle_mesh_brute_force, are we expecting anything to be drawn on the output?