I want to mesh a brep object for rendering. I use BRepMesh::Mesh(Face,Deflection), and I get "T junction" ie a vertex is on another triangle's edge. Of course this leads in unnaceptable cracks in tesselation for a quality render.
Those bad junction arise only between different TopoDS_Faces : even if I use the same deflection for 2 faces, I don't have the same "tesselation level" (due to different curvatures of the TopoDS_Faces), hence a different number of vertices on the edge hence my bad junctions...
Anyone noticed this problem ? Is there an other (better) meshing algorithm ? is there a way to provide a deflection for edges' curvature of face instead of face's curvature ? Is there a workaround for this problem ?
Thanks in advance,