Comments (2)
// primary tri
new THREE.Triangle(
new THREE.Vector3( 1.0280661064290844, 0.7005784562208369, 3.265724719645617e-17 ),
new THREE.Vector3( 0.894732761174822, 0.9315185597517207, 0.26666667064030963 ),
new THREE.Vector3( 0.7613994357887747, 0.23869824915906943, 3.265724719645617e-17 ),
),
// splitting tris
new THREE.Triangle(
new THREE.Vector3( 0.8314695954322815, 0.5555702447891235, 1.0182566209003679e-16 ),
new THREE.Vector3( 0.9238795042037964, 0.3826834261417389, 1.1314261121795038e-16 ),
new THREE.Vector3( 0.9061274528503418, 0.3826834261417389, -0.1802399605512619 ),
),
new THREE.Triangle(
new THREE.Vector3( 0.8314695954322815, 0.5555702447891235, 1.0182566209003679e-16 ),
new THREE.Vector3( 0.8154931664466858, 0.5555702447891235, 0.16221167147159576 ),
new THREE.Vector3( 0.9238795042037964, 0.3826834261417389, 1.1314261121795038e-16 ),
)
from three-bvh-csg.
Looks like this is a three-mesh-bvh issue
from three-bvh-csg.
Related Issues (20)
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- Orphaned Triangles After Operation HOT 6
- Planar faces failure HOT 1
- Texture not showing when exporting scene HOT 4
- Performance Issus when two bufferGeometries evaluate HOT 1
- Weird result using Three CSG HOT 2
- New failure case HOT 1
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- How to use multiple ExtrudeGeometry holes HOT 2
- Clear cached bounding boxes from result
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