message: simplify: Add a few TODO comments
diff: @@ -415,6 +415,7 @@ 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?
  quadricMul(Q, area);
  }
  @@ -431,6 +432,7 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
  float distance = normal.x * p0.x + normal.y * p0.y + normal.z * p0.z;
  + // TODO: We should be able to encode squared distance to the edge here?
  quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance);
  quadricMul(Q, length * weight);
  @@ -633,6 +635,7 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
  // TODO: needs cleanup in general...
  if (vertex_kind[i0] == vertex_kind[i1])
  {
  + // TODO: Garland97 uses Q1+Q2 for error estimation; here we asssume that V1 produces zero error for Q1 but it actually gets larger with more collapses
  Collapse c01 = {i0, i1, {quadricError(vertex_quadrics[remap[i0]], vertex_positions[i1])}};
  Collapse c10 = {i1, i0, {quadricError(vertex_quadrics[remap[i1]], vertex_positions[i0])}};
  Collapse c = c01.error <= c10.error ? c01 : c10;
  