Nicholas Sharp

Results 258 comments of Nicholas Sharp

#180 has been merged (see there for dicsussion)

Resolution: we (mostly) use `float` everywhere internally, since that is all the renderer understands anyway. This could possibly cause confusion due to truncation in some situations.

Hi, I think this is a misunderstanding of how intrinsic triangulations work. The **intrinsic geometry** of the original surface is indeed exactly preserved, in the sense that length/angles/areas/etc are unchanged....

Thanks for submitting this! I'm totally unfamiliar with Bazel, but it seems to be fairly widely used so it'd be nice to support. One question: what is the maintenance requirement...

Also what is the `.bazelrc` doing? Do we need to add an additional file to the project root?

@nzfeng just realized this was never merged, is it good-to-go on your end? if so we can hit the merge button

Docs are already updated here: https://geometry-central.net/surface/utilities/barycentric_vector/

I'm guessing in C++? There are the `pick` functions ```cpp std::pair pickAtScreenCoords(glm::vec2 screenCoords); // takes screen coordinates std::pair pickAtBufferCoords(int xPos, int yPos); // takes indices into the buffer ``` This...