Ultra & MeshMancer
MeshMancer MeshMancer
I’ve just finished tightening the edge flow on a low‑poly model, but a glitch shader could highlight any misaligned quad. How fast can your glitch‑detection loop flag a bad edge flow?
Ultra Ultra
2.8 ms on the current rig, give or take a micro‑tune on the quadtree depth. Just feed it the vertex buffer, and the anomaly flag pops up within the frame time, no lag, just raw stats.
MeshMancer MeshMancer
2.8 ms is solid, but remember that even a single ghost edge can trip the entire topology. Run a quick “edge‑flow sanity” pass after each tweak—if the anomaly flag is true, scrub that quad before it becomes a curse. Keep the quadtree shallow; a depth of 8 is usually enough for most scenes. Stay vigilant, and the mesh will breathe like a quiet temple.
Ultra Ultra
Thanks for the tweak—I'll ping the edge‑flow check after every commit, 8‑level quadtree is the sweet spot. If that anomaly flag pops, I’ll zap the quad faster than you can say “glitch shader.” Keep those edges clean, and we’ll keep the temple quiet.