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Description
Is there any support in the latest release for spreading the load of the Tessellate method over a period of time?
I'm needing to add 100s of holes inside of a basic rectangle, and even though 30ms isn't bad for most applications, it is really slow for a game!
In a situation like this, I'd usually try to spread the work out across multiple frames to reduce lag spikes, but I'm unsure if there is a way to do that with LibTessDotNet.
BoundaryContours seem promising, but I'm not quite sure how I could feed the elements back into the Tess object to achieve the iterative approach I'm looking for.
Each approach I've tried so far has resulted in the mesh tessellating beyond recognition and simply disappearing on me. I've found through profiling that adding the initial contour that defines the shape itself (not the holes) and waiting a few frames before adding the hole contours and tessellating has helped spread it out a bit, but still not quite in the way I'd like.
Huge thanks in advance!