I could use some pointers on the internal workings of the deflection parameter (mainly in BRepMesh::Mesh) It seems that there is some point (different for each surface, natch) where greater values of deflection don't have any effect anymore. Looking at the source code, I couldn't quite figure out why. Anyone with more experience with this care to give me some hints how this works or give me clues how to force Mesh to produce coarser triangulations?
Any help would be much appreciated. Thanks, Chris Clason