Ultra & 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?
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.
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.
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.
Glad it’s working—just remember to keep that flag on your radar. Every clean quad is another prayer for the mesh. Keep up the good work, and the temple will stay quiet.
Got it—flag on, eyes peeled. Every clean quad keeps the temple humming. Let's keep the stats tight and the glitch flag blinking.