> > >Be sure to submit a patch for review. > I've submitted a patch today. This is my first patch and I hope I've did all right.
I've checked it for warnings, added txt file with small description about api. I've added a simple test exporting script that writes a data to txt file. I've added a 'weldmesh.h' and 'weldmesh.c' too. And also added the blend file with a simple mesh and generated normal map. http://projects.blender.org/tracker/index.php?func=detail&aid=29335&group_id=9&atid=127 I'll be very grateful if someone's find a time to test it. Thanks :) On Sat, Nov 19, 2011 at 8:27 PM, Eugene Minov <[email protected]> wrote: > > > > >Correct, this is how blender does it everywhere in its code-base. > > > > Ok. > I've asked because after weldind I've gotten this problem with some quads. > But today seems that I solve it by swapping the first vertex in the vert > array with > the first finded vertex that is not indexed to any of the 4'th face's > index. > > On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen <[email protected]>wrote: > >> > >> > I wanted to ask about this line: >> > const int iGetNrVerts= data->mface[face_num].v4!=0 ? 4 : 3; >> > >> > Or there is no way that last index points to zero? >> > >> >> Correct, this is how blender does it everywhere in its code-base. >> Super glad to hear you're getting useful results! Be sure to submit a >> patch >> for review. >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
