diff --git a/vcg/complex/trimesh/create/ball_pivoting.h b/vcg/complex/trimesh/create/ball_pivoting.h index 50f9d386..4fd7971e 100644 --- a/vcg/complex/trimesh/create/ball_pivoting.h +++ b/vcg/complex/trimesh/create/ball_pivoting.h @@ -188,7 +188,6 @@ bool seed(bool outside = true, int start = -1) { mesh.vert[start].SetD(); //bad luck. we should call seed again (assuming random pick) up to //some maximum tries. im lazy. - cout << "Isolated\n"; return false; } //find the closest visited or boundary @@ -198,7 +197,6 @@ bool seed(bool outside = true, int start = -1) { CVertex &v = mesh.vert[id]; if(v.IsB() || v.IsV()) { mesh.vert[start].SetD(); - cout << "visited near\n"; return false; } } @@ -270,7 +268,6 @@ bool seed(bool outside = true, int start = -1) { } if(!found) { //see bad luck above - cout << "No empty sphere\n"; return false; } @@ -536,7 +533,6 @@ int addFace() { getInSphere(middle, r + radius, targets, dists); if(targets.size() == 0) { - cout << "Isolated\n"; return false; //this really would be strange but one never knows. } @@ -587,7 +583,6 @@ int addFace() { } if(edge.candidate == -1) { - cout << "No candidate\n"; return false; } Point3x n = ((mesh.vert[edge.candidate].P() - v0)^(v1 - v0)).Normalize(); @@ -595,7 +590,6 @@ int addFace() { if(normal * mesh.vert[edge.candidate].N() < 0 || n * normal < crease || nb[edge.candidate] >= 2) { - cout << "failed normal or crease\n"; return false; }