Method DecimateTarget
DecimateTarget(OccurrenceList, DecimateOptionsSelector, UVImportanceEnum, bool, ulong, bool, int)
reduce the polygon count by collapsing some edges to obtain a target triangle count (iterative version that use less memory)
Declaration
[HandleProcessCorruptedStateExceptions]
public void DecimateTarget(OccurrenceList occurrences, DecimateOptionsSelector targetStrategy, UVImportanceEnum UVImportance = UVImportanceEnum.PreserveSeamsAndReduceDeformation, bool protectTopology = false, ulong iterativeThreshold = 5000000, bool processMeshIndependently = false, int maxQuadricAge = -1)
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 |
UVImportanceEnum | UVImportance | Select importance of texture coordinates |
bool | protectTopology | If False, the topology of the mesh can change and some edges can become non-manifold |
ulong | iterativeThreshold | Number of triangles above which the iterative algorithm is used to limit the memory usage (disabled if processMeshIndependently=True) |
bool | processMeshIndependently | If true, each mesh will be processed independently and the triangleCount or ratio will apply by mesh (disable iterative method) |
int | maxQuadricAge | If >0, define the maximum memory (number of collapse) of a vertex before a new evaluation of its quadric |