I am not 100% sure I understand you correctly but your fix doesn't sound correct but perhaps I am misunderstanding you. Anyway, the welder is going to generate a zero based index list unlike what is used within Blender. If you want to use the indexed result within a Blender context you'd have to put a dummy vertex at the beginning of the vertex array such that all other vertices are offset by one entry and then you'd add all the welder-generated indices by +1 to offset to after the dummy vertex. This way triangles can still have their fourth index as 0 which points to the dummy vertex and within Blender means no vertex assigned.
On Sat, Nov 19, 2011 at 9:27 AM, Eugene Minov <minov....@gmail.com> wrote: > > > > >Correct, this is how blender does it everywhere in its code-base. > > > > Ok. > I've asked because after weldind I've gotten this problem with some quads. > But today seems that I solve it by swapping the first vertex in the vert > array with > the first finded vertex that is not indexed to any of the 4'th face's > index. > > On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen <mikkels...@gmail.com > >wrote: > > > > > > > I wanted to ask about this line: > > > const int iGetNrVerts= data->mface[face_num].v4!=0 ? 4 : 3; > > > > > > Or there is no way that last index points to zero? > > > > > > > Correct, this is how blender does it everywhere in its code-base. > > Super glad to hear you're getting useful results! Be sure to submit a > patch > > for review. > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers