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@@ -216,7 +216,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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face.mIndices = NULL;
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continue;
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- }
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+ } /* does not handle concave quads
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// optimized code for quadrilaterals
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else if ( face.mNumIndices == 4) {
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aiFace& nface = *curOut++;
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@@ -233,7 +233,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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face.mIndices = NULL;
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continue;
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- }
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+ } */
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else
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{
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// A polygon with more than 3 vertices can be either concave or convex.
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