tag
#mesh
2 items (2 fixes)
fixes
✓ 26.07.15a
"Rebuilding a multi-material model loses submesh materials"
GetVertices/GetIndices flatten a multi-material compiled model into one buffer — rebuilding with Materials[0] paints everything that first material (often black). Split indices by per-submesh counts and build one Mesh per range.
meshmodel-builder
✓ 26.07.15a
"Smooth render mesh over quantized collision creates invisible curbs"
When a continuous-float render surface sits over a quantized-step collision mesh, every quantize boundary becomes an invisible vertical wall the player hits but cannot see.
collisionterrain