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https://github.com/Relintai/fast_quadratic_mesh_simplifier.git
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Fix compile.
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@ -532,9 +532,9 @@ int FastQuadraticMeshSimplifier::remove_vertex_pass(int startTrisCount, int targ
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deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily
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// Don't remove if flipped
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if (Flipped(p, i0, i1, _mu_vertices[i0], deleted0))
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if (flipped(p, i0, i1, _mu_vertices[i0], deleted0))
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continue;
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if (Flipped(p, i1, i0, _mu_vertices[i1], deleted1))
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if (flipped(p, i1, i0, _mu_vertices[i1], deleted1))
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continue;
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// Calculate the barycentric coordinates within the triangle
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@ -670,7 +670,7 @@ int FastQuadraticMeshSimplifier::update_triangles(int i0, int ia0, const MUVerte
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return deletedTriangles;
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}
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bool FastQuadraticMeshSimplifier::Flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted) {
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bool FastQuadraticMeshSimplifier::flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted) {
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int tcount = v0.tcount;
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for (int k = 0; k < tcount; k++) {
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