1
General / Re: Filling in deforming 2D mesh
« on: February 07, 2017, 02:15:15 am »So did you try and fix the compiler/linker errors? They usually tell you exactly what's wrong and most oft the time it's a user error.
Similarly, crashes can be debugged and analyzed. I haven't used Thor's concave shape that extensively, but I can't imagine it having such "basic" problems.
The problem is not link errors, with Thor I can literally just add 4 points to make a square and it crash on build every time. And the disappearing mesh issue is actually with OpenGL and the way triangles interact, it seems thor is not built to deal with deforming meshes as it can't triangulate it every frame. It seems that manual triangulation is my only option, but that on top of the mash spring physics is going to be a push for performance.