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Ah, good call, I need to update the wiki there. Indeed, I removed the barycentric stuff as it turned out not to be working anyway and replaced it with our properties API. If you don't want Manifold handling your properties for you (due to memory and such) you can just assign 3 property channels to act as barycentric coordinates ( I've never heard of having so many vertex properties on a mesh before - I figured generally you'd just have a UV map and do the rest with textures. |
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Thought about that but the un-indexing means I basically multiply vertex count by 4-6 (depending on the tri/quad ratio) and it was not necessarily easier than recomputing the barycentric. Anyway, it's not an issue, just wanted to make sure I was understanding the doc correctly. For now I drop the UVs, but I'd like to keep them, I suppose that's what the As for vertex properties, the context is digital sculpting, where most of the time you don't have UV since the topology changes regularly (voxel remeshing, dynamic tesselation, trim, etc). |
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Gist on how to reconstruct quads. Not sure if that's the simplest way. |
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For now I rely on faceID by iterating on the triangles range through the
runOriginalID
thing, then compute the barycentric myself.It's working fine.
Context: https://github.com/elalish/manifold/wiki/Manifold-Library#vertex-properties
^ Is this still a thing? I can't seem to access barycentric.
Vertex properties isn't the best fit for me as:
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