geuzaine at gmail.com
Thu May 17 21:05:46 CEST 2018
> On 17 May 2018, at 18:31, swarsi <swarsi12 at gmail.com> wrote:
> thank you for your response. what i did was to read and STL file into GMSH and then i used the Recombine 2D with default option of Blossom but i got a quad dominant mesh with approximately 15-20% triangles. should this not have given the same results as the paper that was linked above?
You need the correct number of nodes on the boundary ; we also currently don't recombine if the quality of the quads is very bad. If you absolutely need full-quad, you can allply blossom, then subdivide once.
> On Thu, May 17, 2018 at 1:49 AM, Christophe Geuzaine <geuzaine at gmail.com <mailto:geuzaine at gmail.com>> wrote:
>> On 15 May 2018, at 18:22, swarsi <swarsi12 at gmail.com <mailto:swarsi12 at gmail.com>> wrote:
>> is the meshGFaceQuadrilateralize.cpp a complete implementation of the qmorph algorithm?
> We currently don't use that implementation: I advise you use our own recombination strategy instead (http://gmsh.info/doc/preprints/gmsh_quad_preprint.pdf <http://gmsh.info/doc/preprints/gmsh_quad_preprint.pdf>)
>> if so, how can i call this function to recombine a 2D mesh into quads?
>> thank you for any help.
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