"points_per_second=" +
(count*1000)/((double)(System.currentTimeMillis()-then)));
- for(Mesh.Vertex p : tile.vertices()) p.recomputeFundamentalQuadric();
+ for(Mesh.Vertex p : goal.vertices()) p.recomputeFundamentalQuadricIfNeighborChanged();
repaint();
- for(Mesh.Vertex p : goal.vertices()) p.recomputeFundamentalQuadric();
+ for(Mesh.Vertex p : tile.vertices()) p.recomputeFundamentalQuadric();
repaint();
synchronized(safeTriangles) {