loadDependentMeshes();
ComputeSubMeshStateEngine( SUBMESH_LOADED );
//break;
+ // fall through
case CHECK_COMPUTE_STATE:
if ( IsMeshComputed() )
_computeState = COMPUTE_OK;
}
break;
}
+ // fall through
case COMPUTE:
case COMPUTE_SUBMESH:
{
loadDependentMeshes();
ComputeSubMeshStateEngine( SUBMESH_LOADED );
//break;
+ // fall through
case CHECK_COMPUTE_STATE:
if ( IsMeshComputed() )
_computeState = COMPUTE_OK;
// meshed at once along with _subShape
//=======================================================================
-TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * theGen,
+TopoDS_Shape SMESH_subMesh::getCollection(SMESH_Gen * /*theGen*/,
SMESH_Algo* theAlgo,
bool & theSubComputed,
bool & theSubFailed,