Document nonlinear least-squares tutorial.
PiperOrigin-RevId: 615496587 Change-Id: I97975a4dc99a599afd1eb6964d0ca0cf3d9fcc0e
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@@ -1262,7 +1262,8 @@ The full list of processing steps applied by the compiler to each mesh is as fol
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the desired vertices and faces have already been generated and do not apply removal or re-indexing;
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#. If vertex normals are not provided, generate normals automatically, using a weighted average of the surrounding face
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normals. If sharp edges are encountered, the renderer uses the face normals to preserve the visual information about
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the edge, unless :ref:`smoothnormal` is true. Note that normals cannot be provided with STL meshes;
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the edge, unless :ref:`smoothnormal<asset-mesh-smoothnormal>` is true.
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Note that normals cannot be provided with STL meshes;
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#. Scale, translate and rotate the vertices and normals, re-normalize the normals in case of scaling;
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#. Construct the convex hull if specified;
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#. Find the centroid of all triangle faces, and construct the union-of-pyramids representation. Triangles whose area is
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