MeshGui::DlgSettingsMeshView 0 0 559 396 Mesh View 9 9 9 9 6 Default Appearance for New Meshes 9 9 9 9 6 0 0 0 0 6 Default mesh color Default color for new meshes 204 204 204 MeshColor Mod/Mesh Qt::Horizontal QSizePolicy::Maximum 41 20 Mesh transparency % 100 5 MeshTransparency Mod/Mesh Default line color Default line color for new meshes 0 0 0 LineColor Mod/Mesh Qt::Horizontal QSizePolicy::Maximum 41 20 Line transparency % 100 5 LineTransparency Mod/Mesh Backface color false 204 204 204 BackfaceColor Mod/Mesh Qt::Horizontal 191 20 The bottom side of the surface will be rendered the same way as the top side. If not checked, it depends on the option "Enable backlight color" (preferences section Display -> 3D View). Either the backlight color will be used or black. Two-side rendering false TwoSideRendering Mod/Mesh A bounding box will be displayed Show bounding-box for highlighted or selected meshes false ShowBoundingBox Mod/Mesh Qt::Horizontal QSizePolicy::Maximum 71 20 Smoothing 9 9 9 9 6 If this option is set Phong shading is used, otherwise flat shading. Shading defines the appearance of surfaces. With flat shading the surface normals are not defined per vertex that leads to an unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. Define normal per vertex VertexPerNormals Mod/Mesh <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">This is the smallest angle between two faces where normals get calculated to do flat shading.</p><p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.</p></body></html> Crease angle false Crease angle is a threshold angle between two faces. If face angle ≥ crease angle, facet shading is used If face angle < crease angle, smooth shading is used ° 180.000000000000000 CreaseAngle Mod/Mesh Qt::Horizontal 221 20 <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> Qt::Vertical 541 41 Gui::ColorButton QPushButton
Gui/Widgets.h
Gui::PrefSpinBox QSpinBox
Gui/PrefWidgets.h
Gui::PrefColorButton Gui::ColorButton
Gui/PrefWidgets.h
Gui::PrefCheckBox QCheckBox
Gui/PrefWidgets.h
Gui::PrefDoubleSpinBox QDoubleSpinBox
Gui/PrefWidgets.h
buttonMeshColor buttonLineColor buttonBackfaceColor spinMeshTransparency spinLineTransparency checkboxRendering checkboxBoundbox checkboxNormal spinboxAngle checkboxNormal toggled(bool) spinboxAngle setEnabled(bool) 110 147 266 181 checkboxRendering toggled(bool) buttonBackfaceColor setEnabled(bool) 93 53 210 71