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Dynamic meshes: Triangulation methods and Alternatives
Triangulation takes a lot of cpu time, which is especially bad if your rendering dynamic meshes every frame.
by dynamic, I mean meshes that can't just be recorded vertex data. e.g. some sort of vertex calculations will have to happen, whether that's triangulation or something faster
currently I use RageSpline and its fill Triangulator class which seems to be standard as it looks functionally the same as other Triangulator classes I've seen in other assets
anything on the asset store, or just suggestions on alternatives to triangulation are much appreciated
:)
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