Comments (1)
You should be able to do this vectorised. Use positions as a lookup table, then you should be able to apply indices, to get triples of coordinates. Then just do the simple algorithm above and flip the order of indices where necessary
from quantized-mesh-encoder.
Related Issues (20)
- Normals pointing the wrong way HOT 2
- Probably wrong encoding on big-endian computers HOT 1
- Comparing deck.gl rendering vs maptiler HOT 1
- Water mask encoding (not generation)
- Vertex normals HOT 1
- Refactor example to use TerrainLayer subclass
- - change to onViewportLoad to align with Tile3DLayer
- Example with Trimesh
- obj to quantized-mesh HOT 1
- Allow indices to be a 2d array
- Move CI testing to github actions
- whether to use 16 or 32 bits
- write required number of bytes
- Docs about using gzip as file object
- loop through points a second time, testing for containment in sphere
- Example demo is not working properly HOT 4
- Finish ritter method for bounding sphere
- Add tests for correctness HOT 1
- Check triangleIndices HOT 2
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from quantized-mesh-encoder.