Closed bootsmakes closed 10 months ago
hi, the code I provided is meant to show the quadmesh as a checkerboard texture. If you want to build a real quadrilateral mesh you should essentially do the same thing that I do in bilinear_texturing
, but rather than storing uv texture coordinates you want to store the associated sample points in the mesh. Everything that is needed is inside that function already
The 'edge lengths' in the checkerboard texture aren't uniform, is there a way to specify or constrain it so that the quads are of similar size?
the topological pattern that I use to ensure mesh conformity necessitates edges of uneven length
I see. Thanks!
Hi, is there a way to extract the quadrangulated mesh?