Corrected a small bug in the management of negative indexes of obj on non triangular faces
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@ -442,20 +442,20 @@ static int Open( OpenMeshType &m, const char * filename, Info &oi)
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while (iVertex < vertexesPerFace) // add other triangles
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while (iVertex < vertexesPerFace) // add other triangles
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{
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{
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ObjIndexedFace ffNew=ff;
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ObjIndexedFace ffNew=ff;
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int v4_index;
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int v4_index;
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int vt4_index;
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int vt4_index;
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int vn4_index;
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int vn4_index;
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SplitToken(tokens[++iVertex], v4_index, vn4_index, vt4_index, oi.mask);
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SplitToken(tokens[++iVertex], v4_index, vn4_index, vt4_index, oi.mask);
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if(!GoodObjIndex(v4_index, numVertices))
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return E_BAD_VERT_INDEX;
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// assigning wedge texture coordinates
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// assigning wedge texture coordinates
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// -----------------------------------
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// -----------------------------------
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if( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
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if( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
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{
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{
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// verifying validity of texture coords index
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// verifying validity of texture coords index
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// ------------------------------------------
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// ------------------------------------------
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if(!GoodObjIndex(v4_index, numVertices))
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return E_BAD_VERT_INDEX;
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if(!GoodObjIndex(vt4_index,oi.numTexCoords))
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if(!GoodObjIndex(vt4_index,oi.numTexCoords))
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return E_BAD_VERT_TEX_INDEX;
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return E_BAD_VERT_TEX_INDEX;
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