Dev talk:2.6/Source/Modeling/BMesh/Design

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Euler ops

A few caveats. The final design of BMesh gave euler ops a much lesser role, since they tended to slow certain operations down. In many cases, a brute-force approach that simply destroys old geometry you don't need and creates the new geometry you want worked better. This was especially true of multires interpolation, which tended to be slow on tools that used a lot of euler operations.

Higher-level eulers also weren't very useful for ensuring valid mesh geometry, since a) mesh/edge creation functions do just as much checking, and b) what's valid for bmeshes isn't always valid for the rest of blender, anyway.

Of course eulers have their places, especially semv. They're a perfectly valid part of the API; they simple aren't the exclusive way of doing things anymore. Joeedh 04:12, 13 March 2014 (CET)