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updated doc to mention quad support

Former-commit-id: e75a22c42c5cbde5fb1c4cc5f8a3d860f0742e04
Alec Jacobson 10 years ago
parent
commit
0a0437ac10
1 changed files with 9 additions and 9 deletions
  1. 9 9
      include/igl/draw_mesh.h

+ 9 - 9
include/igl/draw_mesh.h

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