Jump to content
  • Advertisement
Sign in to follow this  

NVMeshMender triangle input format

This topic is 4336 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm using the NVMeshMender to calculate tangent / binormal info for my meshes. In the documentation it says that NVMeshMender requires: "2-manifold triangular geometry" to work correctly. I have never heard of this term before, and i have yet to find a good definition on the internet (perhaps it's known by another name) Currently my meshes are in a format suitable to be passed to a rendering API as arrays (ie/ list of indices, parallel vertex, tex-coord, normal arrays etc) What is required to convert these arrays to 2-manifold triangular format?

Share this post


Link to post
Share on other sites
Advertisement
cheers startfox; since posting, i have found that a mesh is 2 manifold if it is closed, and every edge is connected to exactly 2 polygons :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!