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gl quad structureI'm trying to connect points in a mesh with quads and keep them oriented towards the front (camera). I've hacked together the following math inside an iterator but it definitely takes a hit when the iterations get cranked up. I have a feeling there is some way to do this with gl quad structure but i'm not sure how to reformat a structure of x,y,z points into a quad structure. Any suggestions would be greatly appreciated. Thanks, Casey
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Here's the example patch.
try using a named structure maker patch