hotfix quad triangulation
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@@ -321,9 +321,14 @@ export default class Coverter {
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if ( n === 3 ) { // TRIANGLE FACE
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indices.push( faces[ k + 1 ], faces[ k + 2 ], faces[ k + 3 ] )
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} else { //Quad or N-GON FACE
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const triangulation = MeshTriangulationHelper.triangulateFace( k, faces, vertices )
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for( let t = 0; t < triangulation.length; t += 3 ) {
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indices.push( triangulation[ t ], triangulation[ t + 1 ], triangulation[ t + 2 ] )
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if( n === 4) { // Handle quads the old way
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indices.push( faces[ k + 1 ], faces[ k + 2 ], faces[ k + 3 ] )
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indices.push( faces[ k + 1 ], faces[ k + 3 ], faces[ k + 4 ] )
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} else { // Anything else goes through the magic box
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const triangulation = MeshTriangulationHelper.triangulateFace( k, faces, vertices )
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for( let t = 0; t < triangulation.length; t += 3 ) {
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indices.push( triangulation[ t ], triangulation[ t + 1 ], triangulation[ t + 2 ] )
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}
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}
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}
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