080f4441d2e7538c99c22621991bdd6c11a8476f
- vertex to screenspace projections were not checking for failure to project (vertex behind the view for eg). - vertex screenspace 2d vectors were each malloc'd and added to own ghash, then fetched for each edge. now just store a vertex aligned array and do index lookups. - projections were done in global space, now do them in object space (avoids a matrix multiply). - error cases were commented out and would fail silently, now report them to the operator. - remove MAX_CUTS hard coded limit, dynamically allocate the mouse path. - add missing free calls in error cases.
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