fixed bug in quad mesh construction (wrong index order caused invalid quads) #226
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Title says it all. It seems that we mixed up the index order for the quads when speeding up the for loops. The resulting quads were invalid: instead of adding (and checking) A-B-D-C it was doing A-B-C-D resulting in broken quads.
AB
CD
Now fixed. Didn't find any bug reports mentioning broken quad meshes though.