Add winding order option to PxTriangleMeshDesc #203
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Hi, I don't think that allowing a negative integer for the stride will solve the problem. The stride defines how much the reading pointer gets advanced when moving from one triangle to the next. A negative stride would mean the the pointer would read the triangles from right to left. This could in theory reverse the order of the triangles but not the winding because a single triangle is still read as before. And reading usually starts at 0, so a negative stride would need deeper changes to work. |
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My meshes are stored with indices in the opposite winding order that PhysX expects. Would it be possible to change the triangle
stride
type to a signed integer, so that I can specify a negative value for the stride? Or, alternatively, add a flag to specify the winding order. This will allow me to avoid allocating and reversing the array of indices, which is quite costly.Beta Was this translation helpful? Give feedback.
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