Tom Forsyth on Nostr: npub1qhez3…h5p47 I've seen lots of different schemes for B, but my favourite is ...
npub1qhez3j3ey6etw66ad9nhejza6dwpxxm4jtpemmx7676ycdng5ers7h5p47 (npub1qhe…5p47) I've seen lots of different schemes for B, but my favourite is still the dumbest simplest one. You have a mesh done like standard D3D/OGL meshes - one attribute set per vertex. Then for coincident vertices you make circularly-linked-lists - each vertex points to the next in the circle. A lone vertex just points to itself.
Then all your code deals in "rings" rather than discrete vertices. But it's a trivial convert back to a renderable mesh.
Published at
2024-01-12 20:24:08Event JSON
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