Comments (1)
Example of FILL + LINE:
As you can see, it helps you see the actual space the collision takes up.
Examples of poor CVS display in NifSkope, versus the fix:
Figure 1 is ~180 vertices, Figure 2 is ~210. However, Fig 1 is made up of 2 shapes of ~105 and ~75 verts. With my brute force algorithm this is much faster than Fig 2, which is 1 shape of ~210.
So, I developed a memoization for each shape so that the convex hull is not being recomputed each draw. There are also small issues with my technique, like coplanar vertices still draw edges between each other. This is because all the triangle combos between these verts are also coplanar, and thus fail a plane test. This is still much better than the original.
At ~210 vertices the program does stall for a few seconds while loading the mesh, as it generates the convex hull. Honestly, no one CVS should be 210 vertices. It's kind of ridiculous, and collision that high-vert should just be redone.
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Related Issues (20)
- Starfield support (PSA) HOT 58
- Export collision mesh?
- MacOS version not displaying texture HOT 2
- Editing BSTriShape vertex desc for a skinned mesh does not update the vertex desc in its NiSkinPartition HOT 4
- i cant import obj HOT 1
- FAILED TO LOAD .INF HOT 1
- BSFurnitureMarkerNode markers display as rotated in the wrong direction HOT 7
- Status Homepage and Discord? HOT 6
- Cmake
- Error saving mesh - Failed to write block bhkCompressedMeshShapeData HOT 1
- Shortcuts in Nifskope
- Feature Request: Ability to copy and paste Starfield mesh sub-record / tree HOT 2
- Fails to load .INF file HOT 1
- Possible Bug
- Compilation error in GLI
- Moved to a different drive, won't open .nifs anymore HOT 1
- Support for Davilex Games
- Nifs are all invisible HOT 1
- MacOS version HOT 1
- Batch normals update HOT 8
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from nifskope.