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author | Campbell Barton <ideasman42@gmail.com> | 2015-05-20 16:28:56 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2015-05-20 17:00:13 +0300 |
commit | 24e1d7f4f4aba8e94effd6aec4a3d7d8308d4015 (patch) | |
tree | 537ce4973f8a01065ac78696830400c8d9136762 /source/blender/blenlib/BLI_quadric.h | |
parent | 8edfcf653a97628504de893b0d9b091783d136fc (diff) |
BMesh: decimate wasn't using face/edge centers
When calculating quadrics, using the first-vertex isn't correct.
Diffstat (limited to 'source/blender/blenlib/BLI_quadric.h')
-rw-r--r-- | source/blender/blenlib/BLI_quadric.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenlib/BLI_quadric.h b/source/blender/blenlib/BLI_quadric.h index 82c39463dd2..251469ab88f 100644 --- a/source/blender/blenlib/BLI_quadric.h +++ b/source/blender/blenlib/BLI_quadric.h @@ -38,7 +38,7 @@ typedef struct Quadric { } Quadric; /* conversion */ -void BLI_quadric_from_v3_dist(Quadric *q, const float v[3], const float offset); +void BLI_quadric_from_plane(Quadric *q, const float v[4]); void BLI_quadric_to_tensor_m3(const Quadric *q, float m[3][3]); void BLI_quadric_to_vector_v3(const Quadric *q, float v[3]); |