rm shader, tutorial uses new viewer refactor

This commit is contained in:
Alec Jacobson
2017-04-16 17:08:54 -04:00
parent 15c328640f
commit fdd42ecfb2
78 changed files with 316 additions and 4341 deletions
+4 -4
View File
@@ -3,7 +3,7 @@
#include <igl/edge_flaps.h>
#include <igl/shortest_edge_and_midpoint.h>
#include <igl/read_triangle_mesh.h>
#include <igl/viewer/Viewer.h>
#include <igl/opengl/glfw/Viewer.h>
#include <Eigen/Core>
#include <iostream>
#include <set>
@@ -28,7 +28,7 @@ int main(int argc, char * argv[])
MatrixXi F,OF;
read_triangle_mesh(filename,OV,OF);
igl::viewer::Viewer viewer;
igl::opengl::glfw::Viewer viewer;
// Prepare array-based edge data structures and priority queue
VectorXi EMAP;
@@ -65,7 +65,7 @@ int main(int argc, char * argv[])
viewer.data.set_face_based(true);
};
const auto &pre_draw = [&](igl::viewer::Viewer & viewer)->bool
const auto &pre_draw = [&](igl::opengl::glfw::Viewer & viewer)->bool
{
// If animating then collapse 10% of edges
if(viewer.core.is_animating && !Q.empty())
@@ -95,7 +95,7 @@ int main(int argc, char * argv[])
};
const auto &key_down =
[&](igl::viewer::Viewer &viewer,unsigned char key,int mod)->bool
[&](igl::opengl::glfw::Viewer &viewer,unsigned char key,int mod)->bool
{
switch(key)
{