Is there a good way to store data per edge in a mesh for read on the GPU, or are you better off just storing that data per triangle, even though it is likely redundantly stored on the triangle that shares the edge?
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I noticed in the other branches of this thread you mentioned that an edge is where two triangles meet. I don't think that's a good definition of a triangle edge, because a mesh can have holes, BUT you can access adjacent triangles pretty easily this way if you set up the data.pic.twitter.com/qptnygUXx8
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I'd bet there's a lot of arbitrary mesh queries you can do this way that are normally only done in mesh editor programs. In the past, I've used things like this for tetrahedron meshes as well.
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