count++;
Mesh.Vertex v = pts[Math.abs(random.nextInt()) % pts.length];
rand(temp,v);
+ v.recomputeFundamentalQuadricIfNeighborChanged();
}
Thread.yield();
repaint();
"points_per_second=" +
(count*1000)/((double)(System.currentTimeMillis()-then)));
- //for(Mesh.Vertex p : goal.vertices()) p.recomputeFundamentalQuadricIfNeighborChanged();
- //for(Mesh.Vertex p : tile.vertices()) p.recomputeFundamentalQuadric();
+ for(Mesh.Vertex p : goal.vertices()) p.recomputeFundamentalQuadricIfNeighborChanged();
synchronized(safeTriangles) {
safeTriangles.clear();