Improved management of fauxbit for quad and polygonal meshes in OBJ (did not set the high level polygonal bit) and OFF (wrong faux bits for polygonal faces with more than 4 sides)
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@ -416,6 +416,8 @@ namespace vcg {
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GoodObjIndex(indexTVect[pi],oi.numTexCoords);
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polygonVect[0][pi].Import(m.vert[indexVVect[pi]].cP());
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}
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if(vertexesPerFace>3)
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oi.mask |= Mask::IOM_BITPOLYGONAL;
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if(vertexesPerFace<5)
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InternalFanTessellator(polygonVect, indexTriangulatedVect);
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@ -463,6 +463,14 @@ namespace vcg
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mesh.face[f+j/3].V(0) = &(mesh.vert[ vertIndices[ indexTriangulatedVect[j+0] ] ]);
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mesh.face[f+j/3].V(1) = &(mesh.vert[ vertIndices[ indexTriangulatedVect[j+1] ] ]);
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mesh.face[f+j/3].V(2) = &(mesh.vert[ vertIndices[ indexTriangulatedVect[j+2] ] ]);
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// To correctly set Faux edges we have to clear the faux bit for all the edges that do not correspond to consecutive vertices
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// Consecutivity is in the space of the index of the polygon.
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for(int qq=0;qq<3;++qq)
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{
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if( (indexTriangulatedVect[j+qq]+1)%indexTriangulatedVect.size() == indexTriangulatedVect[j+(qq+1)%3])
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mesh.face[f+j/3].ClearF(qq);
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else mesh.face[f+j/3].SetF(qq);
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}
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}
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}
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f+=trigs;
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