Missing edges with enableEdgesRendering()

hi all,

When drawing edges of a mesh, one edge is missing:

I located the edge, one of the point on the edge is on x axis, with z value of 0; and draw it explicitly. It’s visible but not always look solid:

Here’s PG: https://playground.babylonjs.com/#VKBJN#4572

I’ve tried setting customMesh.edgesRenderer.lineShader.zOffset = -3; but that didn’t help.

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Not sure what value to use for epsilon, but useFastVertexMerger:false as an EdgeRenderer option seems to work.

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Funny little thing though. :thinking:
I think it’s the value of 0.99 that actually fixes it. If I just put .99 for the max epsilon, it also works. If I use the default or undefined, it breaks.

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Thx @wxz for ticking my reply as a solution. However, I have the feeling that this is not entirely deserved. It’s actually @HiGreg that first came-up with this value of 0.99. The only thing is that he’s analyze was (partly) incorrect. But the PG he provided is definetely working and fixing the issue. Can we just ‘share’ the solution? :joy: :rofl:

And then, I forgot to write: “Welcome to our Community!
Glad to have you here :smiley:. I hope you are enjoying your time with BJS and, until we chat, have an awesome day :sunglasses:

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Thank you all for the solution.

I do have a follow up question. The meshes are highly symmetric in this example, why is that particular edge is missing while others are fine?