Mutable. Issue with ClipWithUVMask crashing or producing invalid results.(TextureParameter)

此问题与以下讨论帖相关: [Mutable. Issue with ClipWithUVMask crashing or producing invalid [Content removed]

I’ve fixed the issue where static textures couldn’t be applied and caused crashes by referring to another article.

However, I’ve found that using TextureParameter doesn’t take effect in some cases, yet it doesn’t crash or produce any warnings or prompts.

[Image Removed]

[Attachment Removed]

[mention removed]​ I see you made the latest fix commit. Thanks a lot for your support — could you please check the issue here?

[Attachment Removed]

Hi, Qing.

Thank you for reporting this issue. Would you be able to provide a reproduction case for the issue you mention? Note that the “Texture Parameter” is yet experimental, so we do not advise using it in production (we have yet things to fix and polish before we can say it is “done”).

Have a nice day!

[Attachment Removed]

Hi again, Qing, I am very sorry for the delay in my response.

Sadly, we do not have a way of making the clipped meshes airtight, as the idea of our clipping op is to remove geometry for increased performance and not as a sort of customization (it would be cool, but it is not something we plan to support).

I am currently exploring the example you have provided, and I was able to see it working with the static texture and not working with the parameter image. I will try to get this working and provide a fix as soon as possible.

And again, thank you for your patience.

[Attachment Removed]

Hi Qing!

I was able to repro your issue and fix it. The fix will be pushed alongside the Release 5.8 of the engine. Here is the git commit containing the fix (the fix is the change made to the CodeRunner.cpp file).

Note: Ensure the texture provided is as small as possible in terms of pixel count. Since the clipping is performed at runtime, the more pixels there are, the slower the operation will be.

Have a nice day!

[Attachment Removed]

Please check the file CO_ClipWithUVMask, I’ve provided a basic example for you.

Additionally, I’d like to ask: after performing mask clipping, how can I fill the holes for the missing vertices?

What I mean is, how to add a new plane to stitch up all the missing areas.

[Attachment Removed]