1 hour ago, JoeJ said:You have not understood Surface Nets.
Other people might come to this post and hoping to get some help understanding Dual Contouring and while they try to get some compact help and some visuals they need to read through 3 posts of one guy who argues about whether a computer game has used Dual Contouring or not. This thread is about finding a easy explanation/implementation to Dual Contouring and I have already told you that I don't want to discuss here what algorithm they used there. Because I don't care about it. I just want to get a working Dual Contouring algorithm and maybe help some other people too.
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11 hours ago, sjhalayka said:@QuesterDesura -- can you please share your code on GitHub?
I have been continuing working on the Unity Project and made some progress. Sadly it seems like my way of making a mesh out of the crossing corners seems to be rather bad. What I now came up is somehow working but sadly the normals are inverted in some cases.
I have added as many comments as I could so it's easy to follow what I'm trying to do. I have used most of the stuff from the github project of emilk but I'm not quite sure how they triangles are being created there. Maybe you have an idea how I could do it.
I have added .unitypackage here and the two C# files can be found here: https://github.com/PowerOfCreation/Dual-Contouring.
Normals are inverted:
My current approach is to find the closest 2 corners with a sign change to a corner with a sign change. Then I create a triangle between this 3 corners and mark them as processed. The processed ones won't try to create another triangle but in case a other corner needs corners to form a triangle then they can be reused.