The "glx" prefix on the names of SolveSpace's various GL helper routines
was confusingly similar to those used by official OpenGL-associated
libraries (e.g. "glu" used by the GL Utility library, and "glX" used by
GLX), and could thus give the erroneous impression that it represented a
system API rather than ordinary application logic. We thus rename these
routines to have an "ssgl" prefix, clearly identifying them with SolveSpace
while retaining some visual kinship to GL function names.
Whether or not there is any actual danger of these variables being used
without initialization, the warnings are noise, and getting rid of them is
trivial.
export. So I calculate lighting for each triangle in the mesh, make
a BSP, and then traverse it in-order and output those as SVG or
EPS. And I test edges against the mesh, removing those portions of
the edge that overlap a triangle in front of them (using the
kd-tree to accelerate).
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in the numerical code.
And clean some other stuff, in particular simplifying whenever I
have to take the maximum (or minimum) of three quantities.
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than sorting by area. I had hoped that would help with normal
accuracy, but I don't think it helped much, and it sometimes became
very slow.
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introduced by the bsp routines. It's usually, though not always,
possible to generate a watertight mesh. The occasions where it's
not look ugly, floating point issues, no quick fix.
And use those to generate a list of edges where two different faces
meet, which I can emphasize for cosmetic reasons (and some UI to
specify whether to do that, and with what color).
And make the right mouse button rotate the model, since that was
previously doing nothing.
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