Game Development Reference
In-Depth Information
if (ply->p[2] == vindex){
if (ply->p[1]!=ptcon->p[0]){
ptcon->p[ptcon->valence++] = ply->p[1];
}else{
ptcon->border = 0;
}
vindex = ptcon->p[ptcon->valence-1];
plyscan[plyindex] = NULL;
found = TRUE;
break;
}
}
if (ply->p[1] == ptindex){
if (ply->p[0]==vindex){
if (ply->p[2]!=ptcon->p[0]){
ptcon->p[ptcon->valence++] = ply->p[2];
}else{
ptcon->border = 0;
}
vindex = ptcon->p[ptcon->valence-1];
plyscan[plyindex] = NULL;
found = TRUE;
break;
}
}
if (ply->p[2] == ptindex){
if (ply->p[1] == vindex){
if (ply->p[0]!=ptcon->p[0]){
ptcon->p[ptcon->valence++] = ply->p[0];
}else{
ptcon->border = 0;
}
vindex = ptcon->p[ptcon->valence-1];
plyscan[plyindex] = NULL;
found = TRUE;
break;
}
}
}
if (!found){
//Must be a border vertex store the current count so we can
//order the list later
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