}
}
HasModificationsToDiscard(); // to reset _isModified flag if a mesh becomes empty
+ GetMeshDS()->Modified();
if(MYDEBUG) subMesh->DumpAlgoState(true);
if(MYDEBUG) SCRUTE(ret);
}
HasModificationsToDiscard(); // to reset _isModified flag if mesh become empty
+ GetMeshDS()->Modified();
if(MYDEBUG) subMesh->DumpAlgoState(true);
if(MYDEBUG) SCRUTE(ret);