public Mesh tile = new Mesh();
public Mesh goal = new Mesh();
public Matrix[] translations;
- public Mesh.Vert[] points;
+ public Mesh.Vertex[] points;
public boolean tileon = true;
Vec normal = t.norm();
pw.println("facet normal " + normal.x + " " + normal.y + " " + normal.z);
pw.println(" outer loop");
- for(Mesh.Vert v : new Mesh.Vert[] { t.v1(), t.v2(), t.v3() }) {
+ for(Mesh.Vertex v : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
pw.println(" vertex " + v.p.x + " " + v.p.y + " " + v.p.z);
}
pw.println(" endloop");
*/
/*
if (mesh==goal)
- for(Mesh.Vert p : new Mesh.Vert[] { t.v1(), t.v2(), t.v3() }) {
+ for(Mesh.Vertex p : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
gl.glDisable(GL.GL_LIGHTING);
gl.glBegin(GL.GL_LINES);
gl.glColor3f(1, 1, 1);