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mc-mesher's Issues

reduce temp cache size

alternate between cache maps for each z coordinate, in order to avoid huge memory cost for generating a mesh.

unity example update

should probably take a ref to Mesh instead of a MeshFilter for generate functions

update build scripts

has personal paths and artifacts from previous sdl2 project... needs to be cleaned up and probly changed to *.bat

cleanup

exceptions: use throw enum.ToString()

enums: set explicit enum types

edge identifier

mcmGenerateUniqueEdgeID(uniqueVertexID, vertexData)

where uniqueVertexID is calculated incrementally in main loops

vn optimization

separate meshgen vn function, so that memBoundedOffets don't need to be recalculated in every iteration

mesh generator flags

MCM_VERTEX_NORMALS
MCM_FACE_NORMALS (use face instead of vertex)

MCM_WINDING_RHCS_CCW
MCM_WINDING_RHCS_CW
MCM_WINDING_LHCS_CCW
MCM_WINDING_LHCS_CW

MCM_VERTEX_EDGE_LERP

and a function that takes bytes instead of floats

McmGenerateMesh
McmGenerateMesh_U8

also add segment-intersect-mesh for early out detection

McmMeshIntersectsSegment()
McmMeshIntersectsSegment_U8()
McmMeshIntersectsRay()
McmMeshIntersectsRay_U8()

and contains point method...

McmMeshContainsPoint()
McmMeshContainsPoint_U8()

and cleanup function to clean clean a scalar field of voxel noise that isn't part of the surface. (optimize for compression)

McmCleanEmptyVoxels()
McmCleanEmptyVoxels_U8()

ray intersection aabb

ray cast returns no intersection when positioned outside of mesh aabb. it should step ray to edge, then continue ray casting instead.

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