From: Peter V. <pet...@ya...> - 2012-03-29 19:35:51
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OK, I'll change it now. -- Peter. -- ________________________________ Från: Sean McBride <se...@ro...> Well, I'm not familiar with the code, or what it's trying to do, but I'd say UINT_MAX. The C++ standard does not guarantee that 'int' is 32 bits, so 0xffffffff and UINT_MAX are not necessarily the same. Sean On Thu, 29 Mar 2012 20:07:08 +0100, Peter Vanroose said: >Sorry Sean, >it seems like I had roughly the same idea as you, before I saw your post; >but I used 0xffffffff instead of UINT_MAX. > >Which of the two is preferred? > > >-- Peter. > > >Sean McBride wrote: >Index: core/vgl/vgl_triangle_3d.cxx >=================================================================== >--- core/vgl/vgl_triangle_3d.cxx (revision 34632) >+++ core/vgl/vgl_triangle_3d.cxx (working copy) >@@ -375,7 +375,7 @@ > > namespace > { >- static const unsigned calc_edge_index_lookup[8] = {-1, 0, 2, 0, -1, >1, 2, 1}; >+ static const unsigned calc_edge_index_lookup[8] = {UINT_MAX, 0, 2, 0, >UINT_MAX, 1, 2, 1}; > //: Given the [0,2] index of two vertices, in either order, return >the edge index [0,2] > // E.g. between vertices 2 and 0 is edge 2. > // Use precalculated list lookup, probably fastest. |