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The statistic for triangles per vertex is producing many vertices that only have one triangle connected to it. This is theoretically not possible for a 3D geometry for a vertex to have 1 triangle. I think the minimum number of triangles has to be 3. The method for calculating this value in the code should be reviewed.
The text was updated successfully, but these errors were encountered:
@yqin43 discovered while we were working on the roughness stat (#59) that there are random free-floating vertices in the geometries that are not connected to any triangles. This is probably picking up these "free-floaters." We should probably take these out of the stat calculation and just print out how many verts have 0 triangles (eg, "X vertices were found to have no adjacent triangles.").
The statistic for triangles per vertex is producing many vertices that only have one triangle connected to it. This is theoretically not possible for a 3D geometry for a vertex to have 1 triangle. I think the minimum number of triangles has to be 3. The method for calculating this value in the code should be reviewed.
The text was updated successfully, but these errors were encountered: