changed float to ScalarType in VertexSaturate function
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@ -347,8 +347,8 @@ static void VertexSaturate(MeshType &m, ScalarType gradientThr=1.0)
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face::VVStarVF<FaceType>(vc,star);
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face::VVStarVF<FaceType>(vc,star);
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for(vvi=star.begin();vvi!=star.end();++vvi )
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for(vvi=star.begin();vvi!=star.end();++vvi )
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{
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{
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float &qi = (*vvi)->Q();
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ScalarType &qi = (*vvi)->Q();
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float distGeom = Distance((*vvi)->cP(),vc->cP()) / gradientThr;
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ScalarType distGeom = Distance((*vvi)->cP(),vc->cP()) / gradientThr;
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// Main test if the quality varies more than the geometric displacement we have to lower something.
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// Main test if the quality varies more than the geometric displacement we have to lower something.
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if( distGeom < fabs(qi - vc->Q()))
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if( distGeom < fabs(qi - vc->Q()))
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{
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{
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