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::PrefSpinBox
QSpinBox
Gui::PrefColorButton
Gui::ColorButton
Gui::PrefCheckBox
QCheckBox
Gui::PrefDoubleSpinBox
QDoubleSpinBox
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