returns a cursor that is at the position on this line that is as close to `point` as possible
(Vec3 point)
| 1395 | /* |
| 1396 | * Everybody is taught in the textbooks that the way to draw a cubic spline segment is to recursively subdivide it until the sub-segments are flat enough that you can just draw them with |
| 1397 | * straight lines. This is a great, efficient and beautiful idea. However, it suffers from a serious problem in the case where the geometry you are drawing is animated: the number of line |
| 1398 | * segments that you emit is constantly changing. This completely destroys our caching strategy here. For after the first animated cubic spline segment that enters the meshbuilder all other |
| 1399 | * segments will need to be completely remade and reuploaded to the GPU. It's better in most cases to burn through extra vertices to have a shot at a fixed geometry layout in most cases. If |
| 1400 | * you want a recursive flattening renderCubicTo, add one here by all means, that's why you can pass in a different Function3 here. |
| 1401 | */ |
| 1402 | @HiddenInAutocomplete |
| 1403 | public Curry.Function3<MeshAcceptor, Node, CubicTo, Node> renderCubicTo(int fixedSize) { |
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