iVertex = a2iTriangleConnectionTable[iFlagIndex][3*iTriangle+iCorner];
points[iCorner] = new Point(asEdgeVertex[iVertex].fX, asEdgeVertex[iVertex].fY, asEdgeVertex[iVertex].fZ);
- // questionable
+ // questionable, but we do it anyways
norm = norm.plus(new Vec(asEdgeNorm[iVertex].fX, asEdgeNorm[iVertex].fY, asEdgeNorm[iVertex].fZ));
}
if (points[0].equals(points[1])) continue;