Mikko Mononen
Mikko Mononen
Unfortunately it's been over a decade since I understood most of the code, the algorithm.md gives a nice outline how things should work. I think it would be useful to...
It is possible that the vertices on adjacent tiles do not match 100%. This can happen e.g. due to different origin of the tiles (floating point accuracy), which can cause...
It's due the "max edge length" property. It is used to avoid long sliver triangles in case you have a long edge next to smaller obstacles (like the lower room).
If you look at the adjacent code, you can see that if you define DT_VIRTUAL_QUERYFILTER, you can override that virtual method.
There is something weird about your settings, take a look at this article explaining the process to adjust the settings: https://digestingduck.blogspot.com/2009/08/recast-settings-uncovered.html
The code looks a bit odd indeed. What the code tries to do is to find voxels, which have a neighbour which will lead to dropping off a ledge. If...
Some of that does not sound quite correct. Looks like I blogged about this back then when it got implemented: https://digestingduck.blogspot.com/2010/01/rough-fringes.html
I think the code does not, but I think it is not wrong to treat it as cliff (e.g. you have a floating island). Could be a case that just...