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Parse_Mesh() in UVPov does have Mesh_Hash_Vertex() calls for both smooth
and flat triangles. Must have gotten deleted during the merge. After the
call to Init_Mesh_Triangle() for both smooth & flat triangles, you should
have:
Triangles[number_of_triangles].P1 =
Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P1);
Triangles[number_of_triangles].P2 =
Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P2);
Triangles[number_of_triangles].P3 =
Mesh_Hash_Vertex(&number_of_vertices, &max_vertices, &Vertices, P3);
(One humble request, Ron: could you use spaces instead of tabs to indent?
My tab sizes must be different than yours and the code indentation looks
very messy on my system. No big deal, but if you happen to have time, I'd
appreciate it.)
-Nathan
Ron Parker wrote:
>
> On Wed, 30 Jun 1999 19:40:55 -0400, edna dornblazer
> <hac### [at] geocities com> wrote:
>
> >Now, what I did, and it is working, is just stick in some
> > Mesh_Hash_Vertex(&number_of_vertices,
> > &max_vertices,
> > &Vertices, P1);
> >for plain triangles.
> >
> >Comments / condemnations ??
>
> Um... Nathan? Any comments? I was just going to look at that, to
> tell you the truth, but I hadn't gotten around to it.
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