mirror of https://github.com/CGAL/cgal
for quads, we use only one normal per face, not one normal per triangle
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@ -501,8 +501,6 @@ Scene_polyhedron_item::compute_normals_and_vertices(void) const
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Point p0 = f->halfedge()->vertex()->point();
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Point p1 = f->halfedge()->next()->vertex()->point();
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Point p2 = f->halfedge()->next()->next()->vertex()->point();
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Vector n = PMP::internal::triangle_normal(p0, p1, p2);
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n = n / FT(CGAL::sqrt(CGAL::to_double(n * n)));
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positions_facets.push_back(p0.x());
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positions_facets.push_back(p0.y());
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@ -550,8 +548,6 @@ Scene_polyhedron_item::compute_normals_and_vertices(void) const
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p0 = f->halfedge()->next()->next()->vertex()->point();
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p1 = f->halfedge()->prev()->vertex()->point();
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p2 = f->halfedge()->vertex()->point();
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n = PMP::internal::triangle_normal(p0, p1, p2);
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n = n / FT(CGAL::sqrt(CGAL::to_double(n * n)));
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positions_facets.push_back(p0.x());
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positions_facets.push_back(p0.y());
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