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added tutorial entry for vector field tracing

Former-commit-id: 6dea99fcc38316ab7bd2b98c2ac113fdd005e3c3
Daniele Panozzo 8 anos atrás
pai
commit
da156c8a19

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index.html

@@ -39,8 +39,8 @@ like MATLAB.</p>
 just include igl headers (e.g. <code>#include &lt;igl/cotmatrix.h&gt;</code>) and run. Each
 header file contains a single function (e.g. <code>igl/cotmatrix.h</code> contains
 <code>igl::cotmatrix()</code>). Most are tailored to operate on a generic triangle mesh
-stored in an n-by&#8211;3 matrix of vertex positions V and an m-by&#8211;3 matrix of
-triangle indices F.</p>
+stored in an n-by&#8211;3 matrix of vertex positions <code>V</code> and an m-by&#8211;3 matrix of
+triangle indices <code>F</code>.</p>
 
 <p><em>Optionally</em> the library may also be <a href="optional/">pre-compiled</a> into a statically
 linked library, for faster compile times with your projects. This only effects

+ 4 - 4
style-guidelines.html

@@ -185,8 +185,8 @@ Eigen::SparseMatrix&lt;Atype&gt; adjacency_matrix(const ... &amp; F);
 <h2 id="templatingwitheigen">Templating with Eigen</h2>
 
 <p>Functions taking Eigen dense matrices/arrays as inputs and outputs (but <strong>not</strong>
-return arguments), should template on top of <code>Eigen::PlainObjectBase</code>. **Each
-parameter** should be derived using its own template.</p>
+return arguments), should template on top of <code>Eigen::PlainObjectBase</code>. <strong>Each
+parameter</strong> should be derived using its own template.</p>
 
 <p>For example,</p>
 
@@ -264,8 +264,8 @@ unnecessary prefaces. For example, instead of <code>compute_adjacency_matrix</co
 
 <h2 id="variablenamingconventions">Variable naming conventions</h2>
 
-<p>Libigl prefers short (even single character) variable names _with heavy
-documentation_ in the comments in the header file or above the declaration of
+<p>Libigl prefers short (even single character) variable names <em>with heavy
+documentation</em> in the comments in the header file or above the declaration of
 the function. When possible use <code>V</code> to mean a list of vertex positions and <code>F</code>
 to mean a list of faces/triangles.</p>
 

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