tg_chopper.cxx: do not exit the process completely if we encounter the same amount of nodes after clipping as before.
Instead, only return and keep processing.
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1 changed files with 7 additions and 10 deletions
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@ -161,10 +161,9 @@ void tgChopper::Add( const tgPolygon& subject, const std::string& type )
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bottom_clip = tgPolygon::Intersect( subject, bottom );
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bottom_clip = tgPolygon::Intersect( subject, bottom );
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// the texparam should be constant over each clipped poly.
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if ( (bottom_clip.TotalNodes() > 0) && (bottom_clip.TotalNodes() != subject.TotalNodes()) ) {
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// when they are reassembled, we want the texture map to
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Add( bottom_clip, type );
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// be seamless
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}
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Add( bottom_clip, type );
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}
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}
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{
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{
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@ -185,12 +184,10 @@ void tgChopper::Add( const tgPolygon& subject, const std::string& type )
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top_clip = tgPolygon::Intersect( subject, top );
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top_clip = tgPolygon::Intersect( subject, top );
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if ( top_clip.TotalNodes() == subject.TotalNodes() ) {
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if ( (top_clip.TotalNodes() > 0) && (top_clip.TotalNodes() != subject.TotalNodes()) ) {
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SG_LOG( SG_GENERAL, SG_DEBUG, "Generating top half - total nodes is the same after clip" << subject.TotalNodes() );
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Add( top_clip, type );
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exit(0);
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} else
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}
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return;
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Add( top_clip, type );
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}
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}
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}
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}
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