changed color to deal with singularity valence
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ec693dd06a
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@ -15,7 +15,6 @@ public:
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{
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bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
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bool hasSingularDegree = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularityDegree"));
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if (!hasSingular)return;
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typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
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@ -31,7 +30,7 @@ public:
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glDepthRange(0,0.999);
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glPointSize(size);
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glBegin(GL_POINTS);
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glColor4d(0,0,1,0.7);
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glColor4d(0,1,1,0.7);
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for (unsigned int j=0;j<mesh.face.size();j++)
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{
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CFace *f=&mesh.face[j];
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@ -40,9 +39,14 @@ public:
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{
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CVertex *v=f->V(i);
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if (!Handle_Singular[v])continue;
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int mmatch=3;
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//int mmatch=3;
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if (hasSingularDegree)
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mmatch=Handle_SingularDegree[i];
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{
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int mmatch=Handle_SingularDegree[v];
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if (mmatch==1)vcg::glColor(vcg::Color4b(255,0,0,255));///valence 5
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if (mmatch==2)vcg::glColor(vcg::Color4b(0,255,0,255));///valence 6
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if (mmatch==3)vcg::glColor(vcg::Color4b(0,0,255,255));///valence 3
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}
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if (!DrawUV)
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vcg::glVertex(v->P());
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else
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