@@ -325,21 +325,18 @@ std::vector<float> ShapeTesselator::GetVerticesPositionAsTuple()
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std::vector<float > vertices_position;
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vertices_position.reserve (tot_triangle_count);
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// loop over tertices
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- int pID = 0 ;
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- int qID = 0 ;
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- int rID = 0 ;
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for (int i=0 ;i<tot_triangle_count;i++) {
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- pID = locTriIndices[(i * 3 ) + 0 ] * 3 ;
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+ int pID = locTriIndices[(i * 3 ) + 0 ] * 3 ;
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vertices_position.push_back (locVertexcoord[pID]);
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vertices_position.push_back (locVertexcoord[pID+1 ]);
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vertices_position.push_back (locVertexcoord[pID+2 ]);
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// Second vertex
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- qID = locTriIndices[(i * 3 ) + 1 ] * 3 ;
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+ int qID = locTriIndices[(i * 3 ) + 1 ] * 3 ;
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vertices_position.push_back (locVertexcoord[qID]);
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vertices_position.push_back (locVertexcoord[qID+1 ]);
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vertices_position.push_back (locVertexcoord[qID+2 ]);
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// Third vertex
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- rID = locTriIndices[(i * 3 ) + 2 ] * 3 ;
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+ int rID = locTriIndices[(i * 3 ) + 2 ] * 3 ;
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vertices_position.push_back (locVertexcoord[rID]);
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vertices_position.push_back (locVertexcoord[rID+1 ]);
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vertices_position.push_back (locVertexcoord[rID+2 ]);
@@ -670,7 +667,7 @@ void ShapeTesselator::JoinPrimitives()
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tot_normal_count = tot_normal_count + myface->number_of_normals ;
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tot_invalid_normal_count = tot_invalid_normal_count + myface->number_of_invalid_normals ;
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- anIterator++ ;
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+ ++anIterator ;
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}
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locTriIndices= new Standard_Integer[tot_triangle_count * 3 ];
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