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Biggest caveat on ncollide::procedural is: triangles only. For offline rendering applications, from algorithmic art that gets rendered for large scale print over motion graphics: support for quads or, better, n-gons, is a must.
Catmull-Clark subdivision surfaces (with creases and corners) are the gold standard in offline rendering and this algorithm doesn't work well with triangle meshes as input.
The crate name is off, but essentially this is the direct alternative to
genmesh
:http://ncollide.org/rustdoc/ncollide_procedural/
It's used in
kiss3d
. Would be interesting to look inside and see what we can learn.The text was updated successfully, but these errors were encountered: