revert part of this thing I was doing with ccgsubsurf
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@@ -2652,7 +2652,7 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
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for(x = 1; x < gridFaces; x++) {
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float w[4];
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#if 1 //BMESH_TODO
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#if 0 //BMESH_TODO
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w[prevS] = weight[x][0][0];
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w[S] = weight[x][0][1];
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w[nextS] = weight[x][0][2];
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@@ -2673,7 +2673,7 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
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for(y = 1; y < gridFaces; y++) {
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for(x = 1; x < gridFaces; x++) {
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float w[4];
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#if 1 //BMESH_TODO
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#if 0 //BMESH_TODO
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w[prevS] = weight[y * gridFaces + x][0][0];
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w[S] = weight[y * gridFaces + x][0][1];
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w[nextS] = weight[y * gridFaces + x][0][2];
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@@ -374,7 +374,8 @@ void bmesh_to_mesh_exec(BMesh *bm, BMOperator *op) {
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ls[1] = efa->v2->tmp.p;
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ls[2] = efa->v3->tmp.p;
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/*ensue correct winding*/
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/*ensue correct winding. I believe this is
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analogous to bubble sort on three elements.*/
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if (BMINDEX_GET(ls[0]) > BMINDEX_GET(ls[1])) {
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SWAP(BMLoop*, ls[0], ls[1]);
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}
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