Till Davin
Till Davin
Thanks for the quick response. I attached a zip file with all the polygons that throw this error in seperate csv files, I hope you can work with these. [polygons.zip](https://github.com/OskarSigvardsson/unity-delaunay/files/5123065/polygons.zip)...
Ear clipping might be a good suggestion. I will try it out. My best outcome until now was with Triangle.Net, a C# port of Triangle. It uses the constrained Delaunay...
The completion of #9 will hopefully make this a whole lot easier. Using assembly definitions should make it possible to create package modules that conditionally compile for each render pipeline....
Work is in progress #14
I am not 100% sure if this applies to this issue. But I was able to resolve type errors in our project by explicitly pinning `"vue": "3.4.15"` after upgrading Nuxt...
> maybe to make a min stack to store closest pixels in linked list and drop the far pixels is a good way. Good idea! I think a problem might...
I can reproduce the missing render output in a Windows build. A quick debugging didn't reveal any missing shader assets though. So this needs a bit more investigation as to...
I had a more in-depth debugging session: - The Post-Processing demo works in build. Therefore I would assume it's not a general problem with the shader resources setup. - Other...
Very hard to find, but in the end they just changed the render tag from `UniversalRenderPipeline` to `UniversalPipeline`. Released with [v5.0.1](https://github.com/happy-turtle/oit-unity/releases/tag/v5.0.1).