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In commit a2d5d52dc4e571388b9b86f21e40a5110a69665e, the logic has been adjusted to build the polygon in the right order in the algorithm itself, but some indices are incorrect causing bad tesselation. The issue is somewhere in RecastMesh.cpp, writing polygon indices in the incorrect order '0, 3, 2, 1' instead of '3, 2, 1, 0'. Reverted to using "REVERSE_DIRECTION 0" for RecastMesh.cpp. Additional notes, tesselation appears correct when building the mesh with the layered partitioner, monotone and watershed causes bad tesselation. The vertex order is however still incorrect.