Timeline for LineRenderer on Mesh surface
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
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Feb 28, 2019 at 1:01 | vote | accept | Adrian MK | ||
Feb 28, 2019 at 0:54 | answer | added | DMGregory♦ | timeline score: 0 | |
Feb 28, 2019 at 0:16 | comment | added | Adrian MK | Yes, unfortunately, to overly complicate this task, the distance traveled by the line needs to be approximated as well. Given my current solution this is done by summation of the polyline defined by vertices in-between those two user-defined end points. It suffers from performance issues though and even if that's the only feasible solution, I can't seem to fully make it work. | |
Feb 28, 2019 at 0:12 | comment | added | DMGregory♦ | Ah, so does this solution also need to report back the distance traveled by the line? (For instance, I can imagine a shader-based solution that will draw the line on the GPU as part of rendering the mesh, but it will have no concept of length it could report back to the CPU) | |
Feb 28, 2019 at 0:09 | comment | added | Adrian MK | I'd appreciate the algorithm to be applicable for common 3D primitives such as cubes, pyramids, cylinders and spheres. The idea is to give the user the possibility to measure simple shapes. | |
Feb 27, 2019 at 23:55 | comment | added | DMGregory♦ | Do you have any constraints on the mesh shape / topology? Solving problems like this on the most general case can get quite thorny, but if the meshes are generally "sphere-like" in some sense then there might be much more efficient options. | |
Feb 27, 2019 at 23:35 | history | asked | Adrian MK | CC BY-SA 4.0 |