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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-26 14:50:42 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-26 14:50:42 +0100 |
commit | 7dc3fa64ffe64d5fa01c59f7deed87dbc3b48c45 (patch) | |
tree | c56f431e2fb947b4127f3a4c21cc93a660248410 /game/geoData.h | |
parent | Define some initial surface types (diff) | |
download | ilt-7dc3fa64ffe64d5fa01c59f7deed87dbc3b48c45.tar.bz2 ilt-7dc3fa64ffe64d5fa01c59f7deed87dbc3b48c45.tar.xz ilt-7dc3fa64ffe64d5fa01c59f7deed87dbc3b48c45.zip |
Don't return newly created faces from split
It's not as simple as it looks as adjacent faces may also be split, making this a
bit misleading.
Diffstat (limited to 'game/geoData.h')
-rw-r--r-- | game/geoData.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/game/geoData.h b/game/geoData.h index 5586023..0c5cc6c 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -186,7 +186,7 @@ protected: void update_vertex_normals_only(VertexIter start); using OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits>::split; - std::array<FaceHandle, 4> split(FaceHandle); + void split(FaceHandle); private: GlobalPosition3D lowerExtent {}, upperExtent {}; |