message: simplify: Add a few comments based on memless98
diff: @@ -417,6 +417,7 @@ static void quadricFromTriangle(Quadric& Q, const Vector3& p0, const Vector3& p1
  // Three classical weighting methods include weight=1, weight=area and weight=area^2
  // We use weight=area for now
  // TODO: Garland97 uses weight=1; with a different weight it might be important to normalize the sum in each vertex?
  + // TODO: area^2 might be the only way to achieve volume preservation
  quadricMul(Q, area);
  }
  @@ -436,6 +437,7 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
  // TODO: We should be able to encode squared distance to the edge here?
  quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance);
  + // TODO: Lindstrom and Garland use length^2
  quadricMul(Q, length * weight);
  }
  