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Create OSG shapes as polygons instead of triangles?

Open ptlprg opened this issue 6 years ago • 1 comments

Hi,

My app currently "untriangulate" the objects' meshsets to obtain one polygon for each face, but the process can take up to 2 seconds per object if the meshset is large (over 3200 triangles in this case).

My code could probably use some more optimization but I was wondering if there were a way to directly get the objects as polygonal faces instead of triangles.

I know I can render the edges instead, but I assume it's not always trivial to generate the faces from them either.

Thanks for the great work!

ptlprg avatar Apr 29 '19 14:04 ptlprg

Hi, take a look at the method computeCreaseEdgesFromMeshset(...) It is very fast, takes only milliseconds for meshes of thousands of triangles. And it can be run in parallel easily.

ifcquery avatar Apr 11 '20 15:04 ifcquery