line 423 replaced assignment with Import call to make possible compile with non floats
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@ -410,7 +410,7 @@ namespace vcg
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nFaces += trigs;
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Allocator<MESH_TYPE>::AddFaces(mesh, trigs);
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std::vector<int> vertIndices(vert_per_face);
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std::vector<vcg::Point3f > polygonVect(vert_per_face); // vec of polygon loops used for the triangulation of polygonal face
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std::vector<vcg::Point3f > polygonVect(vert_per_face); // vec of polygon loops used for the triangulation of polygonal face
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for (int j=0; j < vert_per_face; j++)
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{
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if (k == tokens.size()) // if EOL // Go to next line when needed
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@ -420,7 +420,7 @@ namespace vcg
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k = 0;
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}
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vertIndices[j] = atoi(tokens[k].c_str());
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polygonVect[j] = mesh.vert[ vertIndices[j] ].P();
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polygonVect[j].Import<ScalarType> (mesh.vert[ vertIndices[j] ].P());
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k++;
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}
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if(vert_per_face==4)
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@ -449,7 +449,7 @@ namespace vcg
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{
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std::vector<int> indexTriangulatedVect;
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// TessellatePlanarPolygon3(polygonVect,indexTriangulatedVect);
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std::vector< std::vector<Point3f> > loopVect;
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std::vector< std::vector<Point3f> > loopVect;
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loopVect.push_back(polygonVect);
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#ifdef __gl_h_
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//qDebug("OK: using opengl tessellation for a polygon of %i vertices",vertexesPerFace);
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