triangulate -> polygon_mesh_to_triangle_mesh
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@@ -6,7 +6,7 @@
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#include <igl/writeOFF.h>
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#include <igl/readWRL.h>
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#include <igl/report_gl_error.h>
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#include <igl/triangulate.h>
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#include <igl/polygon_mesh_to_triangle_mesh.h>
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#include <igl/readOFF.h>
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#include <igl/readMESH.h>
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#include <igl/draw_mesh.h>
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@@ -89,9 +89,9 @@ bool initialize_shadows(
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glGenTextures(1, &shadowMapTexture);
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glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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factor*windowWidth,
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factor*windowHeight,
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factor*windowHeight,
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@@ -103,16 +103,16 @@ bool initialize_shadows(
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glGenFramebuffersEXT(1, &fbo);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
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glFramebufferTexture2DEXT(
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GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D,
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GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D,
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shadowMapTexture,0);
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// Attach color render buffer
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glGenRenderbuffersEXT(1,&cfbo);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,cfbo);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
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factor*windowWidth, factor*windowHeight);
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//-------------------------
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//Attach color buffer to FBO
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT, cfbo);
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//-------------------------
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//Does the GPU support current FBO configuration?
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@@ -140,7 +140,7 @@ struct Mesh
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Eigen::MatrixXi F;
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Eigen::Affine3d a,da;
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Mesh():V(),N(),F(),a(Eigen::Affine3d::Identity()),da(Eigen::Affine3d::Identity())
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{
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{
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using namespace Eigen;
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Quaterniond r(Eigen::Vector4d::Random());
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Quaterniond i(1,0,0,0);
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@@ -368,7 +368,7 @@ void draw_objects()
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draw_mesh(mesh.V,mesh.F,mesh.N);
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glPopMatrix();
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}
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// Draw a nice floor
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glPushMatrix();
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{
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@@ -451,7 +451,7 @@ void display()
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is_animating = false;
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}
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Quaterniond q;
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q.coeffs() =
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q.coeffs() =
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animation_to_quat.coeffs()*t + animation_from_quat.coeffs()*(1.-t);
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q.normalize();
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copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
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@@ -496,7 +496,7 @@ void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
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const double a_diff = 1.0;
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s.camera.angle += double(direction)*a_diff;
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const double min_angle = 15.0;
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s.camera.angle =
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s.camera.angle =
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min(90.0,max(min_angle,s.camera.angle));
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}
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}
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@@ -596,7 +596,7 @@ void mouse_drag(int mouse_x, int mouse_y)
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Vector3d axis(0,1,0);
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const double speed = 2.0;
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Quaterniond q;
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q = down_q *
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q = down_q *
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Quaterniond(
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AngleAxisd(
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M_PI*((double)(mouse_x-down_x))/(double)width*speed/2.0,
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@@ -607,7 +607,7 @@ void mouse_drag(int mouse_x, int mouse_y)
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const double speed = 2.0;
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if(axis.norm() != 0)
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{
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q =
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q =
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Quaterniond(
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AngleAxisd(
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M_PI*(mouse_y-down_y)/(double)width*speed/2.0,
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@@ -708,7 +708,7 @@ void TW_CALL set_rotation_type(const void * value, void * clientData)
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using namespace igl;
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const RotationType old_rotation_type = rotation_type;
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rotation_type = *(const RotationType *)(value);
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if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
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if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
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old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
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{
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push_undo();
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@@ -808,7 +808,7 @@ int main(int argc, char * argv[])
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{
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return 1;
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}
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triangulate(vF,mesh.F);
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polygon_mesh_to_triangle_mesh(vF,mesh.F);
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}
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init_mesh(mesh);
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}
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