Agreed. In the end some more stages, but true.saso wrote: ↑Fri May 19, 2023 1:07 pm The confusion here comes IMO from the different interpretation and so by users understanding of what an "edge" is in so to say mesh modelers as blender or solid/brep modelers as freecad and then on top of that the additional confusion that actually also in solid modelers the geometry is actually rendered as a mesh and on top of that the shader smoothing (so, brep geometry -> mesh geometry -> shader)...
To be honest I'm horrible bad with this coding stuff. As mentioned in my first post the tricky part is:saso wrote: ↑Fri May 19, 2023 1:07 pm...But if we get back to the edges as represented by boundary lines in FC, if we would be able to use this coin functionality then the logic would be that boundary edges between two smooth shaded faces would be hidden and others (between two flat shaded or between a flat and smooth shaded faces) would be visible...
When the mesh and the (edge) lines are done separately, then the edge line has no information about the normal values and the underlying mesh has no information about the position of the edge lines.
At the moment it isn't a problem because all edges are used and sorted out later (backside, hidden a.s.o.)
But I'm guessing...
cheers