Removed updating of normal when computing 'C' vertex: it should not be done here and could be dangerours if vertex type has not the normal.

This commit is contained in:
Paolo Cignoni 2005-07-26 06:10:28 +00:00
parent 3312583e86
commit 287c4a1eaa
1 changed files with 0 additions and 14 deletions

View File

@ -602,7 +602,6 @@ namespace vcg
{ {
v12 = &*AllocatorType::AddVertices(*_mesh, 1); v12 = &*AllocatorType::AddVertices(*_mesh, 1);
v12->P() = CoordType(0.0, 0.0, 0.0); v12->P() = CoordType(0.0, 0.0, 0.0);
v12->N() = CoordType(0.0, 0.0, 0.0);
unsigned int count = 0; unsigned int count = 0;
VertexPointer v = NULL; VertexPointer v = NULL;
@ -610,76 +609,63 @@ namespace vcg
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[1], _corners[2], v) ) if (_walker->Exist(_corners[1], _corners[2], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[3], _corners[2], v) ) if (_walker->Exist(_corners[3], _corners[2], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[0], _corners[3], v) ) if (_walker->Exist(_corners[0], _corners[3], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[4], _corners[5], v) ) if (_walker->Exist(_corners[4], _corners[5], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[5], _corners[6], v) ) if (_walker->Exist(_corners[5], _corners[6], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[7], _corners[6], v) ) if (_walker->Exist(_corners[7], _corners[6], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[4], _corners[7], v) ) if (_walker->Exist(_corners[4], _corners[7], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[0], _corners[4], v) ) if (_walker->Exist(_corners[0], _corners[4], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[1], _corners[5], v) ) if (_walker->Exist(_corners[1], _corners[5], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[2], _corners[6], v) ) if (_walker->Exist(_corners[2], _corners[6], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
if (_walker->Exist(_corners[3], _corners[7], v) ) if (_walker->Exist(_corners[3], _corners[7], v) )
{ {
count++; count++;
v12->P() += v->P(); v12->P() += v->P();
v12->N() += v->N();
} }
v12->P() /= (float) count; v12->P() /= (float) count;
v12->N().Normalize();
} // end of AddCVertex } // end of AddCVertex
/*! /*!
* Adds new triangles to the mesh * Adds new triangles to the mesh