9bf673a37d01d1ffc7f46fa9ff07ee101c9f3e92
The problem is in the way of identifying "fast" intersections through bounds. In the existing code, before testing the intersections (to identify holes) the polys are sorted according to the bounds (in the order x1 < x2 || y1 < y2). Then a for loop is used on the order returned by sort. Each time the bound of a polygon intersects with another, it is joined and the bound is added. The problem with this solution is that some bounds may not intersect with the first, but could intersect one that is joined to the first, which, as it is cleared, makes the intersection undetected. The solution is to remove this code with `qsort` and create a "target_map" that identifies a source polygon and a dest polygon. Pull Request: https://projects.blender.org/blender/blender/pulls/114600
…
Blender
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline-modeling, rigging, animation, simulation, rendering, compositing, motion tracking and video editing.
Project Pages
Development
License
Blender as a whole is licensed under the GNU General Public License, Version 3. Individual files may have a different, but compatible license.
See blender.org/about/license for details.
Description
Languages
C++
78%
Python
14.9%
C
2.9%
GLSL
1.9%
CMake
1.2%
Other
0.9%
