Tesselated
The tesselation process involves subdividing a mesh into smaller parts or increasing its geometric complexity by recursive division, thereby producing a more detailed representation. This operation takes an existing mesh and generates a more refined version by dividing each triangle into smaller triangles.
Tesselation can be used when we want to apply a PointMapped, ColorMapped, or some other similar non linear operation, where if we place it on the existing mesh, the transformation would be too choppy. Tesselation only affects the triangles. If you have pure line meshes, then you might want to look at LineSubdivided instead
mesh | Represents the mesh-tree containing meshes to be tesselated. All provided meshes will undergo the tesselation process. |
root | The root of the mesh-tree, serving as the container for mesh selection. |
tag_predicate(tag) | Determines whether a mesh should be included in the tesselation operation based on the provided tag. |
depth | Specifies the level of subdivision or the depth of tesselation. A higher depth value indicates more subdivisions and increased mesh complexity. |
If the complete mesh set is provided, all meshes will be individually tesselated, and the return value is the mesh-tree of all the tesselated meshes. However, if only a subset is chosen, the returned value will comprise a mesh-tree of the tesselated selected meshes, while the unselected meshes will remain unchanged. Crucially, all meshes you didn't select will still be included in the result mesh_tree, but be provided as is (i.e. no tesselation).
func Tesselated([mesh_tree] {[full] {mesh}, [tag_pred] {root, tag_predicate(tag)}}, depth)