![]() ![]() The component is complete, but not necessarily fully optimized or the best possible implementation of a BSPTree. ![]() BSPTree recursively partitions a mesh’s triangles into two sets using a series of partition planes. Replacing the RPGMesh class is the BSPTree. Most of these have been resolved, with the solutions described in a previous post here. The grounding algorithm in version 1 of the controller had numerous problems, mostly that it was inaccurate and inconsistent when dealing with several edge cases. 2.0.0 adds a number of features that are discussed in detail in the accompanying documentation, changlog, or previous blog posts, but below is an outline of the major changes.
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