> On 17 May 2018, at 18:31, swarsi <swars...@gmail.com> wrote:
> 
> thank you for your response. what i did was to read and STL file into GMSH 
> and then i used the Recombine 2D with default option of Blossom but i got a 
> quad dominant mesh with approximately 15-20% triangles. should this not have 
> given the same results as the paper that was linked above?

You need the correct number of nodes on the boundary ; we also currently don't 
recombine if the quality of the quads is very bad. If you absolutely need 
full-quad, you can allply blossom, then subdivide once.


> 
> thanks 
> 
> On Thu, May 17, 2018 at 1:49 AM, Christophe Geuzaine <geuza...@gmail.com 
> <mailto:geuza...@gmail.com>> wrote:
> 
> 
>> On 15 May 2018, at 18:22, swarsi <swars...@gmail.com 
>> <mailto:swars...@gmail.com>> wrote:
>> 
>> is the meshGFaceQuadrilateralize.cpp a complete implementation of the qmorph 
>> algorithm?
> 
> We currently don't use that implementation: I advise you use our own 
> recombination strategy instead 
> (http://gmsh.info/doc/preprints/gmsh_quad_preprint.pdf 
> <http://gmsh.info/doc/preprints/gmsh_quad_preprint.pdf>)
> 
>> if so, how can i call this function to recombine a 2D mesh into quads?
>> 
>> thank you for any help.
>> 
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> 
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