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#debugdrawmodetotherescue

2 posts1 participant0 posts today
Ian Badcoe<p><a href="https://peoplemaking.games/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://peoplemaking.games/tags/Godot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Godot</span></a> <a href="https://peoplemaking.games/tags/Subdividsion" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Subdividsion</span></a> <a href="https://peoplemaking.games/tags/CatmullClark" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CatmullClark</span></a> <a href="https://peoplemaking.games/tags/DebugDrawModeTotheRescue" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DebugDrawModeTotheRescue</span></a> </p><p>Aaaaand, fixed! That wasn't really six hours solid debugging, or even an hour of drinking coffee and 4 hours debugging, there was cooking an eating a meal, watching the end of a Scandi Noire murder series... so maybe three hours solid debugging...</p><p>As ever, it's not assumptions you make that bite you the worst.</p><p>It's the assumptions you didn't even know were there. In this case the assumption that the edges are always added in to a vertex *clockwise*...</p><p>So, three hours debugging and one quick method VertUtil.ToVertWithSortedEdgesAndPolys(...) later and it finally looks like I'm really doing what I thought I was doing three days ago.</p>
Ian Badcoe<p><a href="https://peoplemaking.games/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://peoplemaking.games/tags/Godot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Godot</span></a> <a href="https://peoplemaking.games/tags/Subdividsion" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Subdividsion</span></a> <a href="https://peoplemaking.games/tags/CatmullClark" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CatmullClark</span></a> <a href="https://peoplemaking.games/tags/DebugDrawModeTotheRescue" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>DebugDrawModeTotheRescue</span></a></p><p>They do work, though! I wasn't able to work out why I had this weird dark wedge on the flat surface at the edge furthest from the light, but drawing the normals shows that vert's normal (for this surface, we have to split the vert/normal for a sharp edge) is pointing off at an angle instead of perpendicular to the surface...</p><p>Time to put my debugging hat on...</p><p>But first, a cup of coffee!</p>