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vasturiano avatar vasturiano commented on June 12, 2024

@seb-jones thanks for reaching out.

As you pointed out this is related to the precision of the curve in the shape as it follows the contour of the sphere. The more precise that curve is the less likely it is to encounter rendering artifacts like these. But it also fragments the geometry much more into smaller and smaller fragments, so the additional number of faces becomes a strain for the WebGL to render.

What's important to notice here is that a smaller value means higher precision. Essentially it represents the angular distance (in degrees) of the gaps n the quantizing "grid". So 5 is much lower definition than 1 actually.

from three-conic-polygon-geometry.

seb-jones avatar seb-jones commented on June 12, 2024

Hi @vasturiano

Thanks very much for the response. I guess my question is, is there a way to make sure the polygons are always perfect? Because I noticed similar issues regardless of what precision I specified.

All the best,

Seb

from three-conic-polygon-geometry.

vasturiano avatar vasturiano commented on June 12, 2024

@seb-jones because this method is an approximation of the sphere's curvature it will never be 100% perfect. But the idea is that as you lower the degree amount in the curvatureResolution parameter you get closer and closer to perfection, albeit with a performance penalty.

from three-conic-polygon-geometry.

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