Mesh3D has an indexedTriangle method. In what format are the vertext list and index list? Does the index list refer to the number of vertices, or to the number of coordinates (so number of vertices*3)?
thanks
andy
Mesh3D has an indexedTriangle method. In what format are the vertext list and index list? Does the index list refer to the number of vertices, or to the number of coordinates (so number of vertices*3)?
thanks
andy
I figured this out during the time it took to get it approved. I used an array of 3*numVertices for vertices list, and the indices array points to vertices, not to the first coordinate for each vertex. So you can't use the indices to directly index the vertices list. You'd have to multiply by 3 to use.
I am still curious how much this helps me. I am sure my vertices list is smaller than specifying all the triangles directly. But when I start doing unite and subtract operations, does it continue to help? Or do they just get converted to another format?
andy