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>