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This line says your stackAngle is measured from 0 at z = +r to PI at z = -r: float z = r * cosf(stackAngle); But this line says your stackAngle goes from PI/2 (where z is 0) to -PI/2 (where z is 0 again): stackAngle = PI / 2 - i * stackStep; In between, stackAngle will pass over over 0 (where z = +r), but it will never visit +-PI (where z = -r). So you're ...


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In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and not care about wasted resources. Not really. If we forget about wasted resources and use fast enough machines, simple sampling of the textures, with e.g. bilinear filtering, will result in what is known as aliasing. In particular, this will look like noise in ...


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In the Mesh Renderer component you can select if that object will cast and receive shadows. So if there are some 3D objects that you don't want to have a shadow, just disable Shadow Casting and Shadow Receiving in the chosen model’s Mesh Renderer component. (I found that from here.) Additionally, you may want to increase the ambient lighting and decrease the ...


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From what I could gather over the internet, it appears that calls to functions that don't draw immediately like Now methods are removed from queue after scene was rendered. From one of the unity forums, part official response - "Another alternative could be using Graphics.DrawMesh (which does not draw mesh immediately, but "adds it into the scene&...


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