You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Default three.js raycasting can "leak" rays at edges where triangles meet. In order to determine whether triangles should be included or excluded in the final result we use raycasting which means we can incorrectly mark triangles as inside / outside. The solution currently is to raycast multiple times per triangle to minimize the chance. More raycasting is more performance intensive and still not immune to problems. We can implement a more robust custom triangle intersection function using bvh.shapecast to address this.
Default three.js raycasting can "leak" rays at edges where triangles meet. In order to determine whether triangles should be included or excluded in the final result we use raycasting which means we can incorrectly mark triangles as inside / outside. The solution currently is to raycast multiple times per triangle to minimize the chance. More raycasting is more performance intensive and still not immune to problems. We can implement a more robust custom triangle intersection function using
bvh.shapecast
to address this.Notes
The text was updated successfully, but these errors were encountered: