Andrzej Więckowski, Ph.D.
Andrzej Więckowski, Ph.D.
Hey, great work! I just want to share with you my idea. I apologize if I should post this as a separate issue, but I thought it could be easily...
@saszer Good idea for the builds! I reported this in unity-builder repo: https://github.com/game-ci/unity-builder/issues/363
Hi, @tony-topper, thanks for the feedback! Currently `BurstTriangulator` input is the following ```csharp public class InputData { public NativeArray Positions { get; set; } public NativeArray ConstraintEdges { get; set;...
> Thanks for the reply; super helpful. So you only need one hole seed per hole? If I am understanding you correctly there, then yes, that is easier. Yes. >...
>>Currently there is a bug in Unity related to calls nativeList.AsDeferredJobArray().AsReadOnly(). >> The job system interprets those arrays as length zero even if the list was filled in the job...
I've just opened #23. I fixed here the issue related to deferred arrays. I added a test case which did not pass before commit from #23. See also the modified...
Ok, thanks for the data, I will investigate it today. > Does using AsReadOnly make things faster? I ask that because otherwise it doesn't seem necessary. And if Validation is...
Ok, there are several issues here. > Building edges from 24 outline points (24), boundary 1 of 1 (0 holes), using point indexes 0 to 23. We need 48 edge...
> Sorry, look in the Debug.Log call; Upps I missed that, I focused on the data too much 😁 > Wondering how much of a penalty there would be with...
> Seems like you're package is the only one to do Burst triangulation with holes that I can find. I guess I'll be waiting til you can update these things;...