Mattias Edlund
Mattias Edlund
I don't have any ideas as to why this would happen, but it's clearly a bug. I don't have much time to look into this now, so I'll see when...
@bawar9 I'm pretty sure the bug is related to [this](https://github.com/Whinarn/UnityMeshSimplifier/blob/master/Runtime/MeshSimplifier.cs#L812) calculation. I might have made a mistake when I ported the original algorithm, or when I optimized it. Or it's...
@bawar9 I am aware. This was actually the reason why I picked this algorithm. I wanted something that was fast. I would be okay with adding a sorted heap, but...
@is3D-1 Great work! I'm impressed. I'm looking forward to seeing your results.
@is3D-1 Impressive work. > do you think the approach to preserve border edge could work to preserve UV seam edges ? I'd need to see the code in order to...
There is no way to get this currently. I'll keep it under consideration. But I also accept PRs if you decide to do it yourself.
I have actually never tested that much with primitive shapes. But you are right that the algorithm seems to be doing a bad job here. I have noticed scenarios with...
Any meshes that you can provide would indeed be helpful. My 3D modeling skills are not that great so I heavily rely on public meshes on the internet, haha. I'm...
@Godatplay I found that the algorithm even decimates a simple plane horribly as well. And it makes sense considering that the algorithm doesn't really care about the boundaries of the...
You are right in that there is currently no usable documentation for this package as of now. Originally it was intended for programmers and had a very simple API that...