Break the topology of a mesh by expanding all vertices.
Arguments
- x
mesh3d, from e.g.
quad()
Details
Data in a mesh and in rgl is inherently topological, but we can have
primitives that independent, out of an original mesh. Expanding every vertex
makes primitives geometrically independent, so attributes (colours, texture
coordinates) can be constant per face rather than interpolated between shared
vertices - the discrete rendering of a continuous mesh, at the cost of
four times the vertices. This is the dquadmesh idea from quadmesh package.
See also
Other textures:
quad(),
quad_spec()