for quads, we use only one normal per face, not one normal per triangle

This commit is contained in:
Jane Tournois 2016-02-11 19:21:02 +01:00
parent e94d675c4f
commit 9c238279f9
1 changed files with 0 additions and 4 deletions

View File

@ -501,8 +501,6 @@ Scene_polyhedron_item::compute_normals_and_vertices(void) const
Point p0 = f->halfedge()->vertex()->point();
Point p1 = f->halfedge()->next()->vertex()->point();
Point p2 = f->halfedge()->next()->next()->vertex()->point();
Vector n = PMP::internal::triangle_normal(p0, p1, p2);
n = n / FT(CGAL::sqrt(CGAL::to_double(n * n)));
positions_facets.push_back(p0.x());
positions_facets.push_back(p0.y());
@ -550,8 +548,6 @@ Scene_polyhedron_item::compute_normals_and_vertices(void) const
p0 = f->halfedge()->next()->next()->vertex()->point();
p1 = f->halfedge()->prev()->vertex()->point();
p2 = f->halfedge()->vertex()->point();
n = PMP::internal::triangle_normal(p0, p1, p2);
n = n / FT(CGAL::sqrt(CGAL::to_double(n * n)));
positions_facets.push_back(p0.x());
positions_facets.push_back(p0.y());