Step by step simple tutorial

This is a tutorial step by step to obtain a gear like object. Home address for source code of meditor is:
After compiled, launch meditor. Assuming you installed meditor correctly using make install, just update your shell hashtable using -rehash- command and launch it as: meditor. The current version should fork itself and your system will process meditor in background automaticaly without to use & after the command.
The first window launched looks like below and I call it -main window-. Please, notice there are few indications as view mode, current step for mouse motion, current layer is 10, three groups of zeroes, and two representations of orthogonal axis at center and left hand side of window.

Now, launch command window using 'g' key on main window. Next image is how the window should look like on screen. Please, notice it has -Objects- enabled and below  all predefined objects appear with labels and buttons.
As this is intended to create a gear like object, just push second button under label -Circle-. The first button is a very simple circle and second was created for specific target as gears. Notice the numbers changed in message bar. Now there is one frame and total frames is also one.
It appears too small to be handled so I zoom in using '-' key several times.
Now enable normals to appear on mesh using 'n' key. First change on mesh is that to delete unwanted triangles and one can select triangles clicking at base of normal which appears in yellow. Notice the view mode is view yet in next window.
Next step is to change to edit mode. One can use space bar or F3. Space bar is used to change mode in cyclic way. F1/F2/F3 just jump to VIEW/SELECT/EDIT modes.
Once -edit mode- is enabled, one should notice it shows -vertex mode- also. To edit triangles, just push 'END' button to change to -triangle mode- and 'END' button has a cyclic behavior as VERTEX/TRIANGLE/V&TRIANGLE modes.
Once the mode is -edit triangle-, one can select triangles and next image shows all unwanted triangles selected.
Now use 'delete' key to delete unwanted triangles. This command checks what mode and looks for selected objects to know what one wants. For edit+triangle mode, the service selected is delete->selected->triangles.This is 'delete' key, if you try 'backspace' key other service is called. If correct key was pushed, the window should look like next image.
This mesh is completely plane, i.e., for 3D one will need to create -height- for this mesh. As this need a service called -extrusion-, one will need to handle points in edit mode, so change using 'END' key and next image shows correct mode enabled.
In edit+vertex mode, one can select central vertex and selected vertex will appear as dark green as in next image.
Now one can change view using 'd' key. The default view can be returned using 'a' key.
In order to select all points but central point unselected, one can select the central and use ALT+'enter' to invert selection. Anyway, one can do the inverse too, i.e., use 'enter' key to select all points and just click using left hand side mouse button to de-select central point.
We discarded to use central point to void creation of unwanted triangles. After selected, one can use 'e' key to call extrusion service for points. Automatically -move- label will appear and extruded points will follow mouse motion.
Just move upwards and click left hand side mouse button to stop. Next image shows how main window should look like.
Now change view using 'a' command. Next step is to delete unwanted triangles created inside the object.
As the process will use services on triangles, one could want to unselect points. Meditor only use services following mode so one can't delete points in triangle mode or delete triangles in vertex mode even they are selected. This is a step to make screen little bit more clear.
Now change to triangle mode using 'END' key. Notice the next image has several triangles selected. I indicated using a arrow and selected triangles are perpendicular to current view so only a very fine dark line appears.
Now delete them using 'delete' key. Again, select other unwanted triangles as indicated in next image.
Delete all unwanted triangles using 'delete' key and image should appear as next image.
Now change to edit-vertex mode.
Now one can select the vertex at center as next image.
Now change view using 'd' key. The next step is to seal (close a hole) the extruded points. This is necessary because extrusion only creates lateral triangles and transversal face is not triangulated automatically.
In order to make easier to create new triangles, just make other points invisible. Select points as next image.
Now just push 'i' key to make them invisible and the mesh should appear as next image.
Change view using 'a' key.
Select all points, as all other are not accessible, one can use 'enter' key.
Now the service to triangulate is necessary. One can use 2 methods: triangle.c (a code) or gts. One can use two buttons under -Triangulate- label corresponding to that 2 methods.
Push 'backspace key' just to delete duplicated points in selected and select all again and this voids problems in triangulate methods. Push the second button (gts) to triangulate those scattered points.
If all worked, the triangulate surface should appear as next image.
Just unselect all points using 'u' key. Notice there are unwanted triangles again.
Change to triangle mode using 'END' key.
Now select triangles using the yellow points, i.e., just click  left hand side mouse button on yellow buttons.
Now one can delete using 'delete' key.
Change view using 'd' key.
Now change to edit-vertex mode.
Now one can recover invisible to visible. One can use 'I' key or ALT+'I' to recover as selected points.
Notice the normals appear bad oriented and one should use 'M' key to try to correct. If all worked, it should appear as next image.
Next step is to create a material to this mesh. On command window, just push the button labeled as -Material-. Next image should reproduce correct view.
Once one pushes the button labeled as -New Material-, one new material will appear in material list. One can use pre-defined parameters labeled under -Change material-. Just push first button from top to bottom and left to right. Now one can apply on selected mesh. Just push first button labeled -Apply on selected-. If all worked, next window should reproduce correct view.
Nothing changes currently in main window. Now one should use normals pointing to outward. To correct, just push F2 (Select mode) and push F5. In select mode, whole object is changed and F5 will call service to invert normal direction (for selected triangle or whole mesh). If all worked, normals should appear as next image.
Now one can use a draft view. ALT+F10 will enable camera following light, disable wire, and enable fill triangles. If all worked as expected, next image should reproduce the correct view.
If one wants to play, just hold middle mouse button and move fresh mesh as next image.
There is a -fast mode- which will show only edges for non-coplanar triangles. Use 'PAGE_DOWN' key to enable/disable it. Next image shows how it should look like.

1-void double points
2-void internal triangles or T shaped connections for triangles
Those two rules allow to have normals corrected by 'M' command with no problems mostly.
That is all folks!