made triangulator produce less nice triangulations for speed. hopefully I've not relaxed the angle requirements too much. I realized that, at least for tesselating ngons it doesn't help uch to have pretty triangulations, you'll still have all the interpolation problems and whatnot.

This commit is contained in:
Joseph Eagar
2009-03-01 09:12:34 +00:00
parent aeab4485a9
commit 68341862dd

View File

@@ -330,6 +330,13 @@ int winding(float *a, float *b, float *c)
int linecrosses(float *v1, float *v2, float *v3, float *v4)
{
int w1, w2, w3, w4, w5;
/*w1 = winding(v1, v3, v4);
w2 = winding(v2, v3, v4);
w3 = winding(v3, v1, v2);
w4 = winding(v4, v1, v2);
return (w1 == w2) && (w3 == w4);*/
w1 = winding(v1, v3, v2);
w2 = winding(v2, v4, v1);
@@ -422,6 +429,8 @@ static BMLoop *find_ear(BMFace *f, float (*verts)[3], int nvert, float *outv)
bestear = l;
bestangle = ABS(40.0f-angle);
}
if (angle > 10 && angle < 140) break;
}
l = (BMLoop*)(l->head.next);
}