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@@ -20,7 +20,7 @@ namespace igl
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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- // F #F by 3 eigne Matrix of face (triangle) indices
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+ // F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V|#F by 3 eigen Matrix of 3D normals
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IGL_INLINE void draw_mesh(
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const Eigen::MatrixXd & V,
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@@ -32,7 +32,7 @@ namespace igl
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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- // F #F by 3 eigne Matrix of face (triangle) indices
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+ // F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V|#F by 3 eigen Matrix of 3D normals
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// C #V|#F|1 by 3 eigen Matrix of RGB colors
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IGL_INLINE void draw_mesh(
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@@ -42,7 +42,7 @@ namespace igl
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const Eigen::MatrixXd & C);
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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- // F #F by 3 eigne Matrix of face (triangle) indices
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+ // F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V|#F by 3 eigen Matrix of 3D normals
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// C #V|#F|1 by 3 eigen Matrix of RGB colors
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// TC #V|#F|1 by 3 eigen Matrix of Texture Coordinates
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@@ -58,7 +58,7 @@ namespace igl
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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- // F #F by 3 eigne Matrix of face (triangle) indices
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+ // F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V by 3 eigen Matrix of mesh vertex 3D normals
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// C #V by 3 eigen Matrix of mesh vertex RGB colors
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// TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1
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@@ -84,14 +84,14 @@ namespace igl
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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- // F #F by 3 eigne Matrix of face (triangle) indices
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+ // F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V by 3 eigen Matrix of mesh vertex 3D normals
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- // NF #F by 3 eigen Matrix of face (triangle) normal indices, <0 means no
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- // normal
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+ // NF #F by 3 eigen Matrix of face (triangle/quad) normal indices, <0
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+ // means no normal
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// C #V by 3 eigen Matrix of mesh vertex RGB colors
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// TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1
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- // TF #F by 3 eigen Matrix of face (triangle) texture indices, <0 means no
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- // texture
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+ // TF #F by 3 eigen Matrix of face (triangle/quad) texture indices, <0
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+ // means no texture
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// W #V by #H eigen Matrix of per mesh vertex, per handle weights
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// W_index Specifies the index of the "weight" vertex attribute: see
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// glBindAttribLocation, if W_index is 0 then weights are ignored
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