diff --git a/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui b/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui index 715c9fbcd5..7d03e531e2 100644 --- a/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui +++ b/src/Mod/Mesh/Gui/DlgSettingsMeshView.ui @@ -72,6 +72,9 @@ + + Default color for new meshes + 204 @@ -135,6 +138,9 @@ + + A yellow bounding box will be displayed + Show bounding-box for highlighted or selected meshes @@ -171,6 +177,9 @@ + + Default line color for new meshes + 0 @@ -188,6 +197,12 @@ + + The bottom side of surface will be rendered the same way than top side. +If not checked, it depends on the option "Enable backlight color" +(preferences section Display -> 3D View). Either the backlight color +will be used or black. + Two-side rendering @@ -278,7 +293,13 @@ - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defines the appearance of surfaces.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">If this option is set Phong shading is used, if it is unset flat shading is used.</p></body></html> + If this option is set Phong shading is used, otherwise flat shading. +Shading defines the appearance of surfaces. + +With flat shading the surface normals are not defined per vertex that leads +to a unreal appearance for curved surfaces while using Phong shading leads +to a smoother appearance. + Define normal per vertex @@ -309,6 +330,12 @@ false + + Crease angle is a threshold angle between two faces. + + If face angle ≥ crease angle, facet shading is used + If face angle &lt; crease angle, smooth shading is used + °