Post #3324379
2026-06-11 02:44 UTC
and because the set of vertex runs is also ordered, meshing is a simple matter of zippering them all together.
Replies (1)
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@aeva@mastodon.gamedev.place 2026-06-11 02:46
and if you want to turn it into something that wont get you laughed out of the math department you can tack on some delaunay edge flipping at the end, i guess