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Zero divide is missing from normalize/normalize3 (glmath.h/glmath.cc) functions #177
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Sorry, if you're interested here's some code for the Boolean function. I'm making an effort to fix the many editing functions that disregard texture mapping.
Anyway, it's a wonder Kevin did all of this work but didn't bother to factor in texture mapping. He must've been quite a character going by a lot of the code and programmer's comments.
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EDITED/UPDATE: Please disregard the (stupid) bit about the outer loop (I've removed that code and struck out that sentence from the previous comment/reply.) It's obvious that the split off triangles are still required to fully represent their source triangles. I'm sure the originals could be retained in a non-destructive way, but the splits themselves would still have to be applied in sequence. (As opposed to all at once.) |
https://github.com/zturtleman/mm3d/blob/master/src/libmm3d/glmath.cc#L875-L892
(Also found inline in the header and a Quaternion method.)
FWIW I was just testing the "Boolean" (model_bool.cc) code (adding texture coordinates to it) and it produces 0 length vectors. TBH I'm surprised this hasn't been an issue before now.
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