Page MenuHome

Avoid creating doubles in UV-Sphere primitive
Confirmed, LowPublicTO DO

Description

Currently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: D6001: Fix T70560: Large cones are created with double vertices (even though the radius is zero).

It would be more elegant not to create duplicate geometry to begin with.

Event Timeline

I am not sure if it is possible to create a smooth shaded cone with collapsed vertices.
It looks like this:

Cone primitive was designed to be created without merging vertices because of that issue.
It is supposed that user will remove doubles if it is needed, because merging verices is easier than rip back.
It also allow to subdivide side of a cone with Loop cut and slide after creating, because side of a cone is quad-based, not triangles-based in that case.

Campbell Barton (campbellbarton) renamed this task from Avoid creating doubles in UV-Sphere & Cone mesh primitives. to Avoid creating doubles in UV-Sphere primitive.EditedMay 28 2020, 8:20 AM
Campbell Barton (campbellbarton) updated the task description. (Show Details)

@Paul Kotelevets (1D_Inc), this is a separate issue to the one in this task.

This task isn't suggesting the final primitives use different topology, only a change to the method used to create the mesh.

The cone relied on remove doubles in a way that wasn't reliable, this has since been resolved.

This task isn't suggesting the final primitives use different topology, only a change to the method used to create the mesh.

Yes, it was like side effects.

Campbell Barton (campbellbarton) added a project: Restricted Project.