Comments (3)
Hi,
I did a little bit of digging and came to the conclusion that the issue is when making a big polygon of all the vertices.
It creates a endless loop creating BSP nodes.
Should look into adding some check so it doesn't just crash without exception.
CSG/src/CSG/Algorithms/Plane.cs
Lines 36 to 126 in 79a60a3
I have not used this library in a production setting yet, so I am not sure how stable it is at scale.
I am a bit surprised this library is faster than something else, I find this extremely slow.
I started working on a big update to the internal workings which will start moving it to real-time performance, unfortunately it got put on hold for now.
I assumed that every 3 vertex builds a triangle based on the data, and got this result.
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First of all, thank you for the prompt and detailed reply!
I should have been more specific, you were correct in your assumption that the vertices are a large list of triangle data. Every 3 make up a triangle. In my implementation, I am doing the same thing as you (without the fancy linq chunk). I make 1 polygon per triangle.
I tried your newest committed code. I no longer get the stack overflow exception, but I am hitting your new BSPMaxDepthException. I tried returning there, instead of throwing an exception, but then the model is missing its back face. I even tried replacing my polygon building with your linq query version and got the same polygons and the same final result.
Maybe I misunderstood, were you saying this is a known limitation? Or am I still doing something wrong here?
And finally to comment on the speed: Yes, CSG modelling is slow. But you should take pride in the fact that your library is essentially the only C# implementation that I have found actively being developed and in rudimentary tests, performs 4x faster than the other solution I am using.
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I had a look at it, and tried one solution that made it not crash, but it caused a lot of artifacts.
I don't have have the bandwidth right now to look more at the issue. :(
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