[Bf-committers] bmesh vertex path done, CDT next?

joe joeedh at gmail.com
Sun Sep 20 19:02:53 CEST 2009

I'm not really sure what's the greatest priority now.  I'm actually
going to set up a bug tracker somewhere then ask people to start
testing, so we can get a better handle on where the weak points are.
Working on CDT is fine though, that sounds pretty useful.


On Sun, Sep 20, 2009 at 4:50 AM, Wael EL ORAIBY <wael.eloraiby at gmail.com> wrote:
> Hi,
> So the bmesh vertex path is done now. Since the code for face path is
> likely to be the same, I wonder if it will be of use for artists. For
> edge path, there are few ways to solve it, but I think it'll
> resemble/use the face path more. So for now, I propose to work on
> constrained delaunay triangulation (2D). However, the algorithm will
> be made in C++ and will use STL if this poses no problem.
> The CDT will solve these problems:
> 1. Triangulate an ngon
> 2. Cap holes (fill holes) - like in 3DS Max
> It is highly likely that it will be helpfull in:
> 1. making bridges (join two separate meshes at their (selected?) edge loops)
> 2. 2D shape tools
> 3. other areas
> There is still a lot of work to be done on object creation, and
> probably other mesh/edit mesh tools, so what is of priority for now?
> Regards,
> Wael,
> --
> Wael El Oraiby
> Laboratoire MIA
> Université de Haute Alsace
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