diff --git a/src/meshloader.cpp b/src/meshloader.cpp index 9dad1dc7..8d0bda91 100644 --- a/src/meshloader.cpp +++ b/src/meshloader.cpp @@ -133,11 +133,10 @@ MeshLoader::MeshLoader(void *meshlite, int meshId, int triangulatedMeshId, QColo triangulatedFace.color.setBlueF(useColorB); QVector3D positions[3]; if (smoothNormal) { - inputTrianglesForSmoothAngle.push_back({ - (size_t)triangleIndices[firstIndex + 0], + inputTrianglesForSmoothAngle.push_back(std::make_tuple((size_t)triangleIndices[firstIndex + 0], (size_t)triangleIndices[firstIndex + 1], (size_t)triangleIndices[firstIndex + 2] - }); + )); inputNormalsForSmoothAngle.push_back(QVector3D(triangleNormals[firstIndex + 0], triangleNormals[firstIndex + 1], triangleNormals[firstIndex + 2])); diff --git a/src/meshresultcontext.cpp b/src/meshresultcontext.cpp index 436a5aec..4cdf2877 100644 --- a/src/meshresultcontext.cpp +++ b/src/meshresultcontext.cpp @@ -429,7 +429,7 @@ void MeshResultContext::interpolateTriangleVertexNormals(std::vector for (const auto &vertex: vertices) inputVerticies.push_back(vertex.position); for (const auto &triangle: triangles) { - inputTriangles.push_back({triangle.indicies[0], triangle.indicies[1], triangle.indicies[2]}); + inputTriangles.push_back(std::make_tuple((size_t)triangle.indicies[0], (size_t)triangle.indicies[1], (size_t)triangle.indicies[2])); inputNormals.push_back(triangle.normal); } angleSmooth(inputVerticies, inputTriangles, inputNormals, thresholdAngleDegrees, resultNormals);