float Mesh::min(size_t start) const
{
+ if (start >= vertices.size())
+ {
+ return -1;
+ }
float v = vertices[start];
for (size_t i=start; i < vertices.size(); i += 3)
{
float Mesh::max(size_t start) const
{
+ if (start >= vertices.size())
+ {
+ return 1;
+ }
float v = vertices[start];
for (size_t i=start; i < vertices.size(); i += 3)
{
}
return v;
}
+
+bool Mesh::empty() const
+{
+ return vertices.size() == 0;
+}