Method Tessellate
Tessellate(OccurrenceList, double, double, double, bool, UVGenerationMode, int, double, bool, bool, bool, bool)
Create a tessellated representation from a CAD representation for each given part
Declaration
[HandleProcessCorruptedStateExceptions]
public void Tessellate(OccurrenceList occurrences, double maxSag, double maxLength, double maxAngle, bool createNormals = true, UVGenerationMode uvMode = UVGenerationMode.NoUV, int uvChannel = 1, double uvPadding = 0, bool createTangents = false, bool createFreeEdges = false, bool keepBRepShape = true, bool overrideExistingTessellation = false)
Parameters
| Type | Name | Description | 
|---|---|---|
| OccurrenceList | occurrences | Occurrences of components to tessellate  | 
    
| double | maxSag | Maximum distance between the geometry and the tessellation  | 
    
| double | maxLength | Maximum length of elements  | 
    
| double | maxAngle | Maximum angle between normals of two adjacent elements  | 
    
| bool | createNormals | If true, normals will be generated  | 
    
| UVGenerationMode | uvMode | Select the texture coordinates generation mode  | 
    
| int | uvChannel | The UV channel of the generated texture coordinates (if any)  | 
    
| double | uvPadding | The UV padding between UV island in UV coordinate space (between 0-1). This parameter is handled as an heuristic so it might not be respected  | 
    
| bool | createTangents | If true, tangents will be generated  | 
    
| bool | createFreeEdges | If true, free edges will be created for each patch borders  | 
    
| bool | keepBRepShape | If true, BRep shapes will be kept for Back to Brep or Retessellate  | 
    
| bool | overrideExistingTessellation | If true, already tessellated parts will be re-tessellated  |