spring/spring — comment on commit b261305cf1fb18ce78a0ff8c364ded07dc5d9795
File:  line 0
By jk3064:

| 2) this habit of const T& saves nothing over T when T is a primitive type (int/float/...) and can even be slower when sizeof(T&) > sizeof(T)
Okay here it really was redundant, mostly I do it on inlined functions and there it is a compiler hint. Will think more longer about it next time I do it :)

| 1) why are you suddenly changing this function when it has always assumed -sized triangles?
The heightmesh gets rendered as triangle mesh, and so the results of the visuals & the collision functions have to be equal, This is why Ground.cpp uses such a very specialized interpolation function. The Smoothmesh in contrast is not rendered (esp. not as trianglemesh) and so it doesn't work on triangles instead it does work on quads. So a triangle interpolation function doesn't make sense here, neither are its results smooth.

Btw it would be nice if you would ask such a question to yourself every time you break backward compatibility ...