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