From 71b15288c75de43422ec49d6b305b014962170d7 Mon Sep 17 00:00:00 2001
From: Christophe Geuzaine <cgeuzaine@ulg.ac.be>
Date: Mon, 13 Sep 2004 18:02:52 +0000
Subject: [PATCH] Changed the order in which we compute the bounding box of a
 scene: look for mesh vertices first, then look for geometry points. I think
 this is better, since more and more people use the code just to visualize
 meshes (without geometries); as soon as there was one physical point in the
 mesh, the resulting bb could seem strange (as the physical points create
 geometrical points).

---
 Parser/OpenFile.cpp | 14 +++++++-------
 1 file changed, 7 insertions(+), 7 deletions(-)

diff --git a/Parser/OpenFile.cpp b/Parser/OpenFile.cpp
index 5316da3a38..6046ff6190 100644
--- a/Parser/OpenFile.cpp
+++ b/Parser/OpenFile.cpp
@@ -1,4 +1,4 @@
-// $Id: OpenFile.cpp,v 1.61 2004-08-06 14:48:33 remacle Exp $
+// $Id: OpenFile.cpp,v 1.62 2004-09-13 18:02:52 geuzaine Exp $
 //
 // Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
 //
@@ -71,14 +71,14 @@ void SetBoundingBox(void)
   if(!THEM) 
     return;
 
-  if(Tree_Nbr(THEM->Points)) { 
-    // if we have a geometry, use it
-    CalculateMinMax(THEM->Points, NULL);
-  }
-  else if(Tree_Nbr(THEM->Vertices)) {
-    // else, if we have a mesh, use it
+  if(Tree_Nbr(THEM->Vertices)) {
+    // if we have mesh vertices, use them
     CalculateMinMax(THEM->Vertices, NULL);
   }
+  else if(Tree_Nbr(THEM->Points)) { 
+    // else, if we have geometry points, use them
+    CalculateMinMax(THEM->Points, NULL);
+  }
   else if(List_Nbr(CTX.post.list)) {
     // else, if we have views, use the last one
     CalculateMinMax(NULL, ((Post_View *) List_Pointer
-- 
GitLab