You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Investigate if this is a problem. The odd row is not always on the bottom. Even in this view as the camera moves around the odd row flipped up to the top for a few frames.
It certainly doesn't line up with collision, but neither does LOD2. The user will never see that as the camera is always far away from the edge.
This may be exacerbating LOD transitions highlighted in #158#191
Related #421
The text was updated successfully, but these errors were encountered:
It's the L-shaped mesh that is rotated to fill a L-shaped gap when the square meshes are moved. To prevent the face flipping, another L-shape needs to be made with correct face orientation, and switch between these meshes instead of rotation one.
Why it's overlapping, is a mystery to me because it shouldn't. The L-mesh should probably be ignored when in that specific orientation.
Investigate if this is a problem. The odd row is not always on the bottom. Even in this view as the camera moves around the odd row flipped up to the top for a few frames.
It certainly doesn't line up with collision, but neither does LOD2. The user will never see that as the camera is always far away from the edge.
This may be exacerbating LOD transitions highlighted in #158 #191
Related #421
The text was updated successfully, but these errors were encountered: