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https://github.com/lucaspalomodevelop/meshlab.git
synced 2026-03-20 03:16:10 +00:00
corrected issues due to the const non const changes...
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@ -147,7 +147,7 @@ bool PlyMCPlugin::applyFilter(QAction *filter, MeshDocument &md, RichParameterSe
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tri::Append<SMesh,CMeshO>::Mesh(sm, mm->cm/*,false,p.VertSplatFlag*/); // note the last parameter of the append to prevent removal of unreferenced vertices...
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tri::UpdatePosition<SMesh>::Matrix(sm, mm->cm.Tr,true);
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tri::UpdateBounding<SMesh>::Box(sm);
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tri::UpdateNormals<SMesh>::NormalizeVertex(sm);
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tri::UpdateNormal<SMesh>::NormalizePerVertex(sm);
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//QString mshTmpPath=QDir::tempPath()+QString("/")+QString(mm->shortName())+QString(".vmi");
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QString mshTmpPath=QString("__TMP")+QString(mm->shortName())+QString(".vmi");
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qDebug("Saving tmp file %s",qPrintable(mshTmpPath));
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@ -22,20 +22,14 @@
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#include <locale>
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#include <iostream>
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//#include <tchar.h>
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#include <list>
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#include <limits>
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#include <vcg/space/index/grid_static_ptr.h>
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/face/base.h>
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#include <vcg/complex/used_types.h>
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#include <vcg/complex/complex.h>
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#include <vcg/complex/algorithms/update/position.h>
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#include <vcg/complex/algorithms/update/normal.h>
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#include <vcg/complex/algorithms/update/quality.h>
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#include <vcg/complex/algorithms/update/edges.h>
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#include <vcg/complex/algorithms/update/topology.h>
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/complex/algorithms/update/bounding.h>
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@ -203,7 +197,7 @@ bool InitMesh(SMesh &m, const char *filename, Matrix44f Tr)
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if(!(loadmask & tri::io::Mask::IOM_VERTQUALITY))
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tri::UpdateQuality<SMesh>::VertexConstant(m,0);
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tri::UpdateNormals<SMesh>::PerVertexMatrix(m,Tr);
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tri::UpdateNormal<SMesh>::PerVertexMatrix(m,Tr);
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//if(!(loadmask & tri::io::Mask::IOM_VERTCOLOR))
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// saveMask &= ~tri::io::Mask::IOM_VERTCOLOR;
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}
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@ -215,7 +209,7 @@ bool InitMesh(SMesh &m, const char *filename, Matrix44f Tr)
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printf("Removed %i duplicates and %i unref",dup,unref);
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}
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tri::UpdateNormals<SMesh>::PerVertexNormalizedPerFaceNormalized(m);
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tri::UpdateNormal<SMesh>::PerVertexNormalizedPerFaceNormalized(m);
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if(p.GeodesicQualityFlag) {
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tri::UpdateTopology<SMesh>::VertexFace(m);
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tri::UpdateFlags<SMesh>::FaceBorderFromVF(m);
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@ -163,7 +163,7 @@ public:
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const Color4b C4b() const
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{
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static Color4b cc;
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cc.SetRGB(c[0],c[1],c[2]);
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cc=Color4b(c[0],c[1],c[2],255);
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return cc;
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}
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inline void Blend( Voxelfc const & vx, scalar w)
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