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@ -24,11 +24,13 @@ freely, subject to the following restrictions:
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namespace PolyVox
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{
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// We try to avoid duplicate vertices by checking whether a vertex has already been added at a given position.
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// However, it is possible that vertices have the same position but differnt materials. In this case, the
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// However, it is possible that vertices have the same position but different materials. In this case, the
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// vertices are not true duplicates and both must be added to the mesh. As far as I can tell, it is possible to have
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// at most six vertices with the same position but different materials. This worst-case scenario happens when we
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// have a 2x2x2 group of voxels (all with different materials) and then we delete two voxels from opposing corners.
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// The vertex position at the center of this group is then going to be used by six quads all with different materials.
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// One futher note - we can actually have eight quads sharing a vertex position (imagine two 1x1x10 rows of voxels
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// sharing a common edge) but in this case all eight quads will not have different materials.
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template< template<typename> class VolumeType, typename VoxelType>
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const uint32_t CubicSurfaceExtractor<VolumeType, VoxelType>::MaxVerticesPerPosition = 6;
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