Audaspace has its own coding style as you surely noticed, since you're following most of it. Please make sure that indentation happens with tabs everywhere. I just recently introduced a clang-format file in upstream that you can find here: https://github.com/audaspace/audaspace/blob/master/.clang-format. Please only apply it to the changes though, since not all of audaspace is following it perfectly and I wouldn't want to make this patch verbose because of it (see the clang-format-diff script or https://offlinemark.com/2021/04/02/surgical-formatting-with-git-clang-format/ for example).
Is there a specific reason you are using floats here (seek_frame
and target_frame
) now rather than doubles (as was used for seekpos
before)? I think it's still critical for accuracy of long sequences (e.g. full streams of movies at something like 90 minutes).
Just a note: since this only considers the AP_PITCH
property and not the doppler effect happening with 3D audio, this will only seek correctly for pitch animation not for doppler animated sounds. But that's ok, considering the 3D audio case is even more complicated and expensive to compute. So in Blender VSE sequences work better then, but 3D speakers don't.
Ok, I've created a design task (#105710). This specific issue here can however be solved in the same way, i.e., by having a correct triangulation in UV space. Not in every case as we have…
Yeah, it's the triangulation that is the issue. Basically it should make sure that the triangulation is correct at concave vertices in both 3D and UV space.
For example:
![image](/attachments…
This is not just a render issue! It is also an issue when exporting e.g. an obj and triangulating the mesh there.
Also, I would say that there are two cases: polygons where the triangulation…