- TriangulateProcess: use ear cutting for quads. This fixes [3429812] (http://sourceforge.net/tracker/?func=detail&aid=3429812&group_id=226462&atid=1067632).
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1153 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
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c8c9d6cec8
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4b61e27590
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@ -216,7 +216,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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face.mIndices = NULL;
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face.mIndices = NULL;
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continue;
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continue;
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}
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} /* does not handle concave quads
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// optimized code for quadrilaterals
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// optimized code for quadrilaterals
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else if ( face.mNumIndices == 4) {
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else if ( face.mNumIndices == 4) {
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aiFace& nface = *curOut++;
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aiFace& nface = *curOut++;
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@ -233,7 +233,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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face.mIndices = NULL;
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face.mIndices = NULL;
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continue;
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continue;
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}
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} */
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else
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else
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{
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{
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// A polygon with more than 3 vertices can be either concave or convex.
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// A polygon with more than 3 vertices can be either concave or convex.
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