Method EvalDecimateErrorForTarget
EvalDecimateErrorForTarget(OccurrenceList, DecimateOptionsSelector, double, double, double, double, double, bool, bool)
returns the max error to set to reach a given target
Declaration
public double EvalDecimateErrorForTarget(OccurrenceList occurrences, DecimateOptionsSelector TargetStrategy, double boundaryWeight = 1, double normalWeight = 1, double UVWeight = 1, double sharpNormalWeight = 1, double UVSeamWeight = 10, bool forbidUVFoldovers = true, bool protectTopology = false)
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | List of occurrences to process |
DecimateOptionsSelector | TargetStrategy | Select between targetCount or ratio to define the number of triangles left after the decimation process |
double | boundaryWeight | Defines how important the edges defining the mesh boundaries (free edges) are during the decimation process, to preserve them from distortion |
double | normalWeight | Defines how important vertex normals are during the decimation process, to preserve the smoothing of the mesh from being damaged |
double | UVWeight | Defines how important UVs (texture coordinates) are during the decimation process, to preserve them from being distorted (along with the textures using the UVs) |
double | sharpNormalWeight | Defines how important sharp edges (or hard edges) are during the decimation process, to preserve them from being distorted |
double | UVSeamWeight | Defines how important UV seams (UV islands contours) are during the decimation process, to preserve them from being distorted (along with the textures using the UVs) |
bool | forbidUVFoldovers | Forbids UVs to fold over and overlap each other during the decimation |
bool | protectTopology | If False, the topology of the mesh can change and some edges can become non-manifold; but the visual quality will be better on model with complex topology |
Returns
Type | Description |
---|---|
double |