- Member rotate_base< D >::rotate_quad (unsigned, const VecMath::MultiDimensionalVector< unsigned, 1 > &)
- Instead of rotating it through 180 degrees and using every vertex, we only take the vertices on one side of the rotation axis. Taking the indexes on the other side too would be an indexing nightmare.
- Member rotate_base< D >::rotate_triangle (unsigned, const VecMath::MultiDimensionalVector< unsigned, 1 > &)
- Instead of rotating it through 180 degrees and using every vertex, we only take the vertices on one side of the rotation axis.
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