- update license header. Update copyright year and unify naming: our name is 'assimp', not 'ASSIMP'.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1147 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -1,9 +1,9 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2009, ASSIMP Development Team
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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@@ -20,10 +20,10 @@ conditions are met:
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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@@ -217,7 +217,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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face.mIndices = NULL;
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continue;
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}
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// quadrilaterals can't have ears. trifanning will always work
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// optimized code for quadrilaterals
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else if ( face.mNumIndices == 4) {
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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@@ -239,12 +239,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// A polygon with more than 3 vertices can be either concave or convex.
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// Usually everything we're getting is convex and we could easily
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// triangulate by trifanning. However, LightWave is probably the only
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// modeller to make extensive use of highly concave monster polygons ...
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// so we need to apply the full 'ear cutting' algorithm.
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// modeling suite to make extensive use of highly concave, monster polygons ...
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// so we need to apply the full 'ear cutting' algorithm to get it right.
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// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
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// We project it onto a plane to get 2d data. Working in R3 would
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// also be possible but it's more difficult to implement.
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// We project it onto a plane to get a 2d triangle.
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// Collect all vertices of of the polygon.
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const aiVector3D* verts = pMesh->mVertices;
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