Avoid creating doubles in UV-Sphere primitive #70808

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opened 2019-10-14 13:01:53 +02:00 by Campbell Barton · 5 comments

Currently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: D6001: Fix #70560: 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.

  • Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.
Currently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](https://archive.blender.org/developer/D6001). It would be more elegant not to create duplicate geometry to begin with. - Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.
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Added subscriber: @ideasman42

Added subscriber: @ideasman42

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

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

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.

I am not sure if it is possible to create a smooth shaded cone with collapsed vertices. It looks like this: ![изображение.png](https://archive.blender.org/developer/F8304214/изображение.png) 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 changed title from Avoid creating doubles in UV-Sphere & Cone mesh primitives. to Avoid creating doubles in UV-Sphere primitive 2020-05-28 08:20:24 +02:00
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@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.

@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.

In #70808#939971, @ideasman42 wrote:
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.

> In #70808#939971, @ideasman42 wrote: > 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.
Philipp Oeser removed the
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Reference: blender/blender#70808
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