@@ -87,8 +87,8 @@ const GLNormalUVWMesh2D = GLNormalUVWMesh{2}
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const GLNormalUVWMesh3D = GLNormalUVWMesh{3 }
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"""
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- mesh(primitive::GeometryPrimitive ;
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- pointtype=Point2 , facetype=GLTriangle,
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+ mesh(primitive::Meshable{N,T} ;
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+ pointtype=Point{N,T} , facetype=GLTriangle,
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uvtype=nothing, normaltype=nothing)
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Creates a mesh from `primitive`.
@@ -98,8 +98,8 @@ Note, that this can be an `Int` or `Tuple{Int, Int}``, when the primitive is gri
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It also only losely correlates to the number of vertices, depending on the algorithm used.
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#TODO: find a better number here!
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"""
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- function mesh (primitive:: Meshable{N,T} ; pointtype= Point{N,T}, facetype= GLTriangleFace, uv = nothing ,
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- normaltype= nothing ) where {N,T}
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+ function mesh (primitive:: Meshable{N,T} ; pointtype= Point{N,T}, facetype= GLTriangleFace,
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+ uv = nothing , normaltype= nothing ) where {N,T}
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positions = decompose (pointtype, primitive)
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faces = decompose (facetype, primitive)
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