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Commit b73e54cf authored by Christophe Geuzaine's avatar Christophe Geuzaine
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$Id: TODO,v 1.50 2007-02-21 08:17:16 geuzaine Exp $ $Id: TODO,v 1.51 2007-02-21 17:24:00 geuzaine Exp $
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...@@ -41,7 +41,8 @@ introduce Right/Left/Alternate for extruded meshes ...@@ -41,7 +41,8 @@ introduce Right/Left/Alternate for extruded meshes
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recode full-quad recombine algo recode full-quad recombine algo + add full-hexa recombine by simply
doing barycentric subdivision on tets
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...@@ -205,6 +206,14 @@ a straightforward way or using 3D textures) ...@@ -205,6 +206,14 @@ a straightforward way or using 3D textures)
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"first order" quad/hexa/prism/pyramid mesh visu can actually be wrong,
as we assume the faces are plane--which they don't have to be. We
should subdivide in 2 triangles. And remove the va_quad vertex array
altogether! (ps: should be careful about element boundary drawing;
should then be done like we do it for 2nd order elements)
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Yves Krahenbuhl wrote: Yves Krahenbuhl wrote:
> Lors de la creation des elements du 2eme ordre, et selon la courbure > Lors de la creation des elements du 2eme ordre, et selon la courbure
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