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"GioSeregni" <gms### [at] hotmail com> wrote:
> > #for tw vac's a & b
> > proc ae(a,b): bool
> > return ae(a.x, b.x) and ae(a.y, b.y) and ae(a.z, b.z)
> >
> >
> > depending on the lang.
> >
> >
> > ingo
>
> does not works
> the triangles can to be
> a.x - a.y - a.z
> VS
> b.y . b.z - b.a
>
> and other cases ....
The second one was just comparing two vertices, for a triangle or quad you need
more vertex comparisons.
The mesh library, does it use half edge mesh? You can then count the occurences
of vertex indices. If it does the indexing proper. Too many is an indiction of
problems. Similar with your conversion to mesh2, if you make sure that for each
index you make sure the point is already in the mesh, so no multiple indices to
the same point, the problem can be signalled in that moment.
ingo
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