\image html projection_1d.png
In this menu you can define the \b Name of the algorithm, the already
-meshed source \b Edge and the \b Mesh (optional, use it if there are several
-different meshes on the same edge). It could also be necessary to
-define the orientation of edges, which is done by indicating the
-<b>Source Vertex</b> being the first point of the Source Edge and the
-<b>Target Vertex</b> being the first point of the created \b Edge. For
-a group of edges, <b>Source</b> and <b>Target</b> vertices should be
-shared by only one edge of the group. If <b>Source</b> and
-<b>Target</b> vertices are specified, the elements of the group must be ajacent.
+meshed source \b Edge and the \b Mesh (It can be omitted only when
+projecting a submesh on another one from the same global Mesh).
+It could also be necessary to define the orientation of edges,
+which is done by indicating the <b>Source Vertex</b> being the first point
+of the Source Edge and the <b>Target Vertex</b> being the first point of
+the created \b Edge.
+<br>
+For a group of edges, <b>Source</b> and <b>Target</b> vertices should be
+shared by one edge of the group. If <b>Source</b> and <b>Target</b>
+vertices are specified, the elements of the group must be adjacent.
+The source and target groups must contain equal number of edges
+and they must form topologically equal structures.
\n <b>Projection 2D</b> algorithm allows to define the mesh of a face
(or group of faces) by the
\image html projection_2d.png
In this menu you can define the \b Name of the algorithm, the already
-meshed source \b Face and the \b Mesh (optional, use it if there are several
-different meshes on the same face). It could also be necessary to
-define the orientation of mesh on the face, which is done by
-indicating two <b>Source Vertices</b>, which belong to the same edge of the
-source face, and two <b>Target Vertices</b>, which belong to the same edge of
-the created \b Face.
+meshed source \b Face and the \b Mesh (It can be omitted only when
+projecting a submesh on another one from the same global Mesh).
+It could also be necessary to define the orientation of mesh on the
+face, which is done by indicating two <b>Source Vertices</b>, which
+belong to the same edge of the source face, and two <b>Target
+Vertices</b>, which belong to the same edge of the created \b Face.
+For groups of face, they must contain equal number of faces
+and they must form topologically equal structures.
+
+\n <b>Projection 1D-2D</b> algorithm differs from <b>Projection 2D</b>
+algorithm in one aspect: it generates mesh segments on edges of
+the face according to the projected 2D elements; thus it does not
+require the edges to be meshed by any other 1D algorithm; moreover it
+does not allow to mesh edges of the face using another algorithm via
+definition of sub-meshes.
\n <b>Projection 3D</b> algorithm allows to define the mesh of a shape by
the projection of another already meshed shape. This algorithm works
-only if all faces and edges of the target face have been meshed as 1D
-Projections of the faces and edges of the source face. Another
+only if all faces and edges of the target shape have been meshed as 1D-2D
+Projections of the faces and edges of the source shape. Another
limitation is that this algorithm currently works only on boxes.
To apply this algorithm select the solid to be meshed (indicated in
\image html projection_3d.png
In this menu you can define the \b Name of the algorithm, the already
-meshed source <b>3D shape</b> and the \b Mesh (optional, use it if there are
-several different meshes on the same shape). It could also be
-necessary to define the orientation of mesh on the shape, which is
+meshed source <b>3D shape</b> and the \b Mesh (It can be omitted only when
+projecting a submesh on another one from the same global Mesh).
+It could also be necessary to define the orientation of mesh on the shape, which is
done by indicating two <b>Source Vertices</b>, which belong to the same edge
of the source <b>3D Shape</b>, and two <b>Target Vertices</b>, which belong to the
same edge of the source <b>3D Shape</b>.
+<br><b>See Also</b> a sample TUI Script of a
+\ref tui_projection "Projection Algorithms".
+
*/