Added trivial WedgeTexFromVertexTex
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@ -98,6 +98,19 @@ static void WedgeTexFromCamera(ComputeMeshType &m, Plane3<ScalarType> &pl)
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}
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static void WedgeTexFromVertexTex(ComputeMeshType &m)
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{
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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for(int i=0;i<3;++i)
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{
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(*fi).WT(i).U() = (*fi).V(i)->T().U();
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(*fi).WT(i).V() = (*fi).V(i)->T().V();
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}
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}
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}
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/// Currently texture coords are kept for ALL the triangles of a mesh. The texture id is stored with each face.
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/// if a given face should not have tex coord it has the default -1 value for texture ID.
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