made plating and saving much faster by ensuring the mesh in sorted and merged after it is all constructed.

This commit is contained in:
larsbrubaker 2014-04-08 18:58:34 -07:00
parent 8f05c2416a
commit 747f9fffea

View file

@ -80,7 +80,7 @@ namespace MatterHackers.MatterControl
foreach (FaceEdge faceEdgeToAdd in face.FaceEdgeIterator())
{
// we allow duplicates (the true) to make sure we are not changing the loaded models acuracy.
Vertex newVertex = allPolygons.CreateVertex(faceEdgeToAdd.firstVertex.Position, true);
Vertex newVertex = allPolygons.CreateVertex(faceEdgeToAdd.firstVertex.Position, true, true);
faceVertices.Add(newVertex);
}
@ -91,6 +91,8 @@ namespace MatterHackers.MatterControl
int nextPercent = startPercent + (i + 1) * lengthPercent / meshesToMerge.Count;
backgroundWorker.ReportProgress(nextPercent);
}
allPolygons.CleanAndMergMesh();
}
return allPolygons;