Tomas Mariancik
Tomas Mariancik
I can confirm that this happens as well. Was previously using an older version (roughly a few dozen commits after 5.0.1 if I remember correctly), updated to latest master: https://github.com/assimp/assimp/commit/294d4230b04636947060c4b611742fad01e9bd47...
Oooh that's awesome, thank you so much for the update! I didn't know that NAT piercing would come so soon (I assumed it would still be months at least), that...
Ah thanks for response! Having full boolean query support with proper API would definitely be awesome! I'm happy keeping the change in my fork in the meanwhile though, I just...
I see, thanks so much for the info! I'll just go for the doubling for now, if there are problems with that or optimizations are needed (e.g. using less memory),...
I've ended up running into an odd issue with such dual-sided meshes in combination with character controller. When the triangles are duplicated only with reverse winding, in some cases this...
Oh you're awesome, thank you so much, this has fixed the issues completely! And here I thought I was doing something nasty :D
I did some more testing and I think there might be a bit of a side effect - some triangle sides don't seem to collide at all! I've added a...
Thank you for the explanation, it makes a lot more sense now (well at least conceptually)! I was trying to see what I can figure out myself, but it didn't...
Thank you so much! I'll use that for now as it should work well enough. Generally scale changes don't happen too often, so that's pretty ok. One of my other...
I found the same issue, I found that it is tied to seeking (changing the Time/Position property) and then decoding, but tend to be kinda random - seeking directly to...