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A processing system for 3D triangular meshes
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From: Paolo C. <pao...@is...> - 2009-03-27 15:32:09
|
*** WARNING interface changes *** The main rendering loop of the glarea has been significantly rewritten. I have updated all the rendering plugins that now mostly work. Main Changes: - Rendering plugins are now responsible of the rendering of the whole MeshDocument and not only of a single MeshModel. This means also that multipass rendering techniques are more streamlined. The only requirement for a rendering plugin is that it should leave the z-buffer in a coherent state. - The scaling/centering of the scene is now devoted entirely to the trackball (for a future better camera management) - The trackball is post-drawn (now it is nicely antialiased against the mesh) - The snapshot mechanism has been improved (now works for ortho projections too) cheers P. -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY |
From: Randy <ra...@ph...> - 2009-03-13 14:20:34
|
----- Original Message ----- From: "Paolo Cignoni" <pao...@is...> To: "Randy" <ra...@ph...>; "Meshlab development list" <mes...@li...> Sent: Wednesday, March 11, 2009 5:09 PM Subject: Re: [SPAM] [Meshlab-devel] Meshlab plugin detection > Randy wrote: >> Hello, >> >> I'm attempting to write an IO plugin for meshlab. I've downloaded the >> sources for version 1.1.1, and started development. I am able to >> successfully compile everything under Windows using the mingw gcc >> compiler (qmake -recursive meshlabv12.pro && make release). However, >> whenever I try to move the plugin (or any other plugin compiled from >> source) to the plugins folder of the meshlab version installed from the >> setup executable (also version 1.1.1), the DLLs are not recognized. If I >> remove all DLLs that were installed from the exe, and put in their place >> DLLs that I compiled, Meshlab gives me the error of "Can't find any >> plugins in the C:\Program Files\VCG\Meshlab\plugins directory" when I go >> to help->about plugins. Any idea of what I might be doing wrong, or what >> other information is required to debug this problem? >> >> Thanks for your help, >> Randy >> >> > > Hi, > as a first note i strongly encourage you to directly compile the > development version of meshlab. > Is fairly stable, and much much easier for us to support you.... > > Then coming to your issue i think that to allow the loading of additional > plugins to the distributed version of Meshlab you have to exaclty match > not only the compiler but also the qt version otherwise the qt plugin > mechanism could create issues... > > Just a curiosity, > Is the importer that you are writing something rlated to the Photon-X > sensors? > > cheers > P. > >> ------------------------------------------------------------------------------ >> Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are >> powering Web 2.0 with engaging, cross-platform capabilities. Quickly and >> easily build your RIAs with Flex Builder, the Eclipse(TM)based >> development >> software that enables intelligent coding and step-through debugging. >> Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com >> _______________________________________________ >> Meshlab-devel mailing list >> Mes...@li... >> https://lists.sourceforge.net/lists/listinfo/meshlab-devel >> >> > > > -- > Paolo Cignoni -- Senior Researcher > Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni > > ISTI - CNR Via Moruzzi 1, > 56124 Pisa > ITALY > Hi, I have downloaded the latest version from SVN, compiled it, and am halfway through writing the IO plug-in (vertices and faces load, texture coordinates remain). Everything seems to be working properly so far. I guess the problem was incompatible versions of qt and/or mingw. So then, if I want to compile a DLL that I can just distribute that will work with the version that is available from sourceforge (1.1.1), I just need to find the right version of the qt sdk to compile it with. From the DLL info, it looks like that's qt version 4.3.3.0 and whatever mingw compiler was distributed with that. What I am writing is related to the Photon-X sensors. Basically we have a very small raw 3D format that takes advantage of the way a mesh is generated from our cameras. It's less than 5% of the size of an OBJ, both of which store vertices, normals, and texture coordinates for meshes containing potentially millions of vertices. I was hoping to be able to view (and possibly manipulate) these files inside of Meshlab. Thanks for your help, Randy |
From: Paolo C. <pao...@is...> - 2009-03-12 03:04:46
|
Randy wrote: > Hello, > > I'm attempting to write an IO plugin for meshlab. I've downloaded the > sources for version 1.1.1, and started development. I am able to > successfully compile everything under Windows using the mingw gcc compiler > (qmake -recursive meshlabv12.pro && make release). However, whenever I try > to move the plugin (or any other plugin compiled from source) to the plugins > folder of the meshlab version installed from the setup executable (also > version 1.1.1), the DLLs are not recognized. If I remove all DLLs that were > installed from the exe, and put in their place DLLs that I compiled, Meshlab > gives me the error of "Can't find any plugins in the C:\Program > Files\VCG\Meshlab\plugins directory" when I go to help->about plugins. Any > idea of what I might be doing wrong, or what other information is required > to debug this problem? > > Thanks for your help, > Randy > > > Hi, as a first note i strongly encourage you to directly compile the development version of meshlab. Is fairly stable, and much much easier for us to support you.... Then coming to your issue i think that to allow the loading of additional plugins to the distributed version of Meshlab you have to exaclty match not only the compiler but also the qt version otherwise the qt plugin mechanism could create issues... Just a curiosity, Is the importer that you are writing something rlated to the Photon-X sensors? cheers P. > ------------------------------------------------------------------------------ > Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are > powering Web 2.0 with engaging, cross-platform capabilities. Quickly and > easily build your RIAs with Flex Builder, the Eclipse(TM)based development > software that enables intelligent coding and step-through debugging. > Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY |
From: Randy <ra...@ph...> - 2009-03-11 19:20:28
|
That's a typo in the original message. I meant to say (qmake -recursive meshlabv11.pro && make release). Randy ----- Original Message ----- From: "Randy" <ra...@ph...> To: <mes...@li...> Sent: Wednesday, March 11, 2009 12:33 PM Subject: [Meshlab-devel] Meshlab plugin detection > Hello, > > I'm attempting to write an IO plugin for meshlab. I've downloaded the > sources for version 1.1.1, and started development. I am able to > successfully compile everything under Windows using the mingw gcc compiler > (qmake -recursive meshlabv12.pro && make release). However, whenever I try > to move the plugin (or any other plugin compiled from source) to the > plugins > folder of the meshlab version installed from the setup executable (also > version 1.1.1), the DLLs are not recognized. If I remove all DLLs that > were > installed from the exe, and put in their place DLLs that I compiled, > Meshlab > gives me the error of "Can't find any plugins in the C:\Program > Files\VCG\Meshlab\plugins directory" when I go to help->about plugins. Any > idea of what I might be doing wrong, or what other information is required > to debug this problem? > > Thanks for your help, > Randy > > > ------------------------------------------------------------------------------ > Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are > powering Web 2.0 with engaging, cross-platform capabilities. Quickly and > easily build your RIAs with Flex Builder, the Eclipse(TM)based development > software that enables intelligent coding and step-through debugging. > Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |
From: Randy <ra...@ph...> - 2009-03-11 17:33:08
|
Hello, I'm attempting to write an IO plugin for meshlab. I've downloaded the sources for version 1.1.1, and started development. I am able to successfully compile everything under Windows using the mingw gcc compiler (qmake -recursive meshlabv12.pro && make release). However, whenever I try to move the plugin (or any other plugin compiled from source) to the plugins folder of the meshlab version installed from the setup executable (also version 1.1.1), the DLLs are not recognized. If I remove all DLLs that were installed from the exe, and put in their place DLLs that I compiled, Meshlab gives me the error of "Can't find any plugins in the C:\Program Files\VCG\Meshlab\plugins directory" when I go to help->about plugins. Any idea of what I might be doing wrong, or what other information is required to debug this problem? Thanks for your help, Randy |
From: bshu <bs...@ic...> - 2008-12-15 09:42:25
|
Hi, guys Does meshlab have any features like mesh parameterization, similar to seamster algorithm. This is a quite basic mesh operation which I think is useful for meshlab. or does anybody have any plans to implement this into meshlab? thanks! best wishes ! ~ o(∩_∩)o 2008-12-15 bshu |
From: Sebastian H. <seb...@go...> - 2008-12-13 11:01:39
|
Hi guys, Sorry that there where not so many updates of the phototexturing plugin lately but I got assigned to another project for the last two month. Now my boss reassigned me to meshlab and I will continue working on the photo texturing plugin. Here is a list of functions wich are supported at the moment: -loading Tsai camera clibration data for several cameras (xml format) -calculating the uv coords for each loaded camera (including z-Buffer) -merge textures of different cameras using the angle of each face to the cameras If the loaded mesh already has uv-coordinates it is possible to bake the textures. that means all calculated camera textures are unproject to the given uv-coords then these unprojected textures for each camera are merged (baked) together to one texture. For this baking process of the textures are two methods available jet. Winner takes all: -the pixel with the best angle to a camera is chosen. smartblend: -the texture images are merged using the smartblend.exe tool (command line tool: Windows: "smarblend.exe" Linux Mac: "wine smartblend.exe") What is still missing is an interface to calibrate a camera using 2Dcoords of the texture image and corresponding 3D points. The functionality is there but an interface is still missing to collect these points. If anybody has some suggestions on what to add to the tool ore who to bake the textures of the different cameras please tell me. Greetings Sebastian |
From: Sebastian H. <seb...@go...> - 2008-12-13 10:45:11
|
Hi bshu, I also found out that the poisson makes some problems sometimes. The biggest one is that you can use it only onec in a meshlab session. If you are using on two similar meshes without closing meshlab inbetween you are getting a different result. I think the problem could be that some settings or temporary data is not reset in the original Poisson source code. I tried to look for it but I couldn't find anything. 2008/12/12 bshu <bs...@ic...>: > paolo, > > Thanks! I found some problems about the filter_poisson plugin. I used the > release version of 11.28. the reconstruction results is different from the > results I use the poissonrecon.exe download from Kazhidan's website and the > exe I make with the poisson source code. I use the same version (v2) of the > poissonrecon exe as meshlab bases on. The reconstructed mesh from meshlab > seems that some parts of the object misses or flattened. Does the problem > comes from a compiler setting difference or some code difference, such as > 'float' and 'double' presion differences? > > Another problem of poisson filter is that meshlab crashes when I use a > high depth, such as 12 on some point sets, which works well on the > poissonrecon.exe. Does it come from the memory allocation? my point set has > about 500,000 points. > A detph of 12 is really high for 500.000 points. It may be memory allocation. what kind of system are u using? 64Bit Win/Linux or Mac? greetings sebastian > There're also some problems on phong splatting plugin. It worked on the > source code I compiled about two months ago. But also crashes on the same > point sets I used before. > > > best ~ o(∩_∩)o > ________________________________ > 2008-12-12 > shu bo > > ________________________________ > 发件人: Paolo Cignoni > 发送时间: 2008-12-12 18:42:09 > 收件人: Meshlab development list > 抄送: > 主题: Re: [Meshlab-devel] [SPAM] Are plugins filter_texture > andedit_phototextureing still updating? > bshu wrote: > > Dear all, > > Haven't seen any changes of "filter_texture" and "edit_phototextureing" > updated for months. Are the authors still working on that? I'm quite > expecting to them because it's so imporatant for mesh processing. thanks > > > yes unfortunately they lie in a rather sleepy state. > > The filter_texture will surely be restarted in a short time. > > the PhotoTexturing editing tool would probably need a more detailed > implementation plan. > We feel texturing from photos abilities a very important fieature so be sure > that in the next future this set of functionalities will be broadly > expanded.... > > Cheers > p. > > > -- > Paolo Cignoni -- Senior Researcher > Visual Computing Laboratory - ISTI - CNR > http://vcg.isti.cnr.it/~cignoni > > ISTI - CNR > Via Moruzzi 1, > 56124 Pisa > ITALY > > __________ NOD32 3669 (20081207) Information __________ > > This message was checked by NOD32 antivirus system. > http://www.nod32cn.com > > ------------------------------------------------------------------------------ > SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. > The future of the web can't happen without you. Join us at MIX09 to help > pave the way to the Next Web now. Learn more and register at > http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > |
From: bshu <bs...@ic...> - 2008-12-12 14:52:20
|
paolo, Thanks! I found some problems about the filter_poisson plugin. I used the release version of 11.28. the reconstruction results is different from the results I use the poissonrecon.exe download from Kazhidan's website and the exe I make with the poisson source code. I use the same version (v2) of the poissonrecon exe as meshlab bases on. The reconstructed mesh from meshlab seems that some parts of the object misses or flattened. Does the problem comes from a compiler setting difference or some code difference, such as 'float' and 'double' presion differences? Another problem of poisson filter is that meshlab crashes when I use a high depth, such as 12 on some point sets, which works well on the poissonrecon.exe. Does it come from the memory allocation? my point set has about 500,000 points. There're also some problems on phong splatting plugin. It worked on the source code I compiled about two months ago. But also crashes on the same point sets I used before. best ~ o(∩_∩)o 2008-12-12 shu bo 发件人: Paolo Cignoni 发送时间: 2008-12-12 18:42:09 收件人: Meshlab development list 抄送: 主题: Re: [Meshlab-devel] [SPAM] Are plugins filter_texture andedit_phototextureing still updating? bshu wrote: Dear all, Haven't seen any changes of "filter_texture" and "edit_phototextureing" updated for months. Are the authors still working on that? I'm quite expecting to them because it's so imporatant for mesh processing. thanks yes unfortunately they lie in a rather sleepy state. The filter_texture will surely be restarted in a short time. the PhotoTexturing editing tool would probably need a more detailed implementation plan. We feel texturing from photos abilities a very important fieature so be sure that in the next future this set of functionalities will be broadly expanded.... Cheers p. -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY __________ NOD32 3669 (20081207) Information __________ This message was checked by NOD32 antivirus system. http://www.nod32cn.com |
From: Paolo C. <pao...@is...> - 2008-12-12 10:40:37
|
bshu wrote: > Dear all, > Haven't seen any changes of "filter_texture" and > "edit_phototextureing" updated for months. Are the authors still > working on that? I'm quite expecting to them because it's so > imporatant for mesh processing. thanks yes unfortunately they lie in a rather sleepy state. The filter_texture will surely be restarted in a short time. the PhotoTexturing editing tool would probably need a more detailed implementation plan. We feel texturing from photos abilities a very important fieature so be sure that in the next future this set of functionalities will be broadly expanded.... Cheers p. -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY |
From: bshu <bs...@ic...> - 2008-12-11 05:24:47
|
Dear all, Haven't seen any changes of "filter_texture" and "edit_phototextureing" updated for months. Are the authors still working on that? I'm quite expecting to them because it's so imporatant for mesh processing. thanks best 2008-12-11 shu |
From: Jacob M. L. <ja...@im...> - 2008-12-04 18:09:05
|
Hello Thank you, that solved the problem, I was confused since the message from Xcode was different. I could also fix the Xcode project by adding only the plylib.cpp file, instead of all the vcglib. I tried to compile the samples using qmake -recursive samples.pro But the Xcode projects generated have the same problem, the only one that compiled (in Xcode) was trimesh_attribute. Compiling from terminal has no problems. In fact, following the instruction to compile meshlab: qmake -recursive meshlabv12.pro make I got the following make: *** No targets specified and no makefile found. Stop. The Xcode projects generated by qmake present the same problem. Some work and others don't. Meshlab project compiles and executes the app but I can't do anything with it since it doesn't recognize any mesh file. Quite strange. Regards Jacob |
From: Paolo C. <pao...@is...> - 2008-12-04 15:08:59
|
The undefined symbol error means that you have not linked something. Precisely it seems that when you compile your code you should add to your project also plylib.cpp (that you can find in the vcglib/wrap directory. once you link it the problem should disappear. Have you successfully compiled the samples under the vcglib/apps/sample directory? cheers p. Jacob Montiel Lopez wrote: > Hello > > It's me again, looks like the problem I'm having with the vcglib is > not from Xcode. I tried to compile from terminal with no success. > Actually I changed the location of the vcglib to /usr/include since I > was using the location for Meshlab. Now I have different errors but > they are coming from the same part of the code. > > Errors > Undefined symbols: > "vcg::ply::PlyFile::PlyFile()", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::PlyFile::~PlyFile()", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::PlyFile::ElemNumber(int) const", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::PlyFile::AddToRead(char const*, char const*, int, int, > unsigned long, int, int, int, int, unsigned long)", referenced from: > vcg::ply::PlyFile::AddToRead(vcg::ply::PropDescriptor const&)in > cc1AxD3V.o > "vcg::ply::PlyFile::compile(vcg::ply::PlyElement*)", referenced from: > vcg::ply::PlyFile::SetCurElement(int) in cc1AxD3V.o > "vcg::ply::PlyFile::Read(void*)", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::interpret_texture_name(char const*, char const*, > char*)", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::PropDescriptor::memtypesize() const", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::PlyFile::Open(char const*, int)", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > "vcg::ply::PlyFile::ElemName(int)", referenced from: > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, > vcg::tri::io::PlyInfo&)in cc1AxD3V.o > > I'm using a MacBook Pro with MacOS 10.5.5 > > At this point I would like to use only vcglib instead of the full > Meshlab, what do you recommend me? > Thank you > > Jacob > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY |
From: Jacob M. L. <ja...@im...> - 2008-12-04 13:13:42
|
Hello It's me again, looks like the problem I'm having with the vcglib is not from Xcode. I tried to compile from terminal with no success. Actually I changed the location of the vcglib to /usr/include since I was using the location for Meshlab. Now I have different errors but they are coming from the same part of the code. Errors Undefined symbols: "vcg::ply::PlyFile::PlyFile()", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::PlyFile::~PlyFile()", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::PlyFile::ElemNumber(int) const", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::PlyFile::AddToRead(char const*, char const*, int, int, unsigned long, int, int, int, int, unsigned long)", referenced from: vcg::ply::PlyFile::AddToRead(vcg::ply::PropDescriptor const&)in cc1AxD3V.o "vcg::ply::PlyFile::compile(vcg::ply::PlyElement*)", referenced from: vcg::ply::PlyFile::SetCurElement(int) in cc1AxD3V.o "vcg::ply::PlyFile::Read(void*)", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::interpret_texture_name(char const*, char const*, char*)", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::PropDescriptor::memtypesize() const", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::PlyFile::Open(char const*, int)", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o "vcg::ply::PlyFile::ElemName(int)", referenced from: vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o vcg::tri::io::ImporterPLY<MyMesh>::Open(MyMesh&, char const*, vcg::tri::io::PlyInfo&)in cc1AxD3V.o I'm using a MacBook Pro with MacOS 10.5.5 At this point I would like to use only vcglib instead of the full Meshlab, what do you recommend me? Thank you Jacob |
From: Jacob M. L. <ja...@im...> - 2008-12-03 13:41:08
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Hello all I'm having problems with the vcglib. Following the examples I created my own Xcode Project but I'm missing something. This is the code: ----------------------------- //#include <iostream> #include <vector> #include<vcg/simplex/vertexplus/base.h>// #include<vcg/simplex/vertexplus/component.h> #include<vcg/simplex/faceplus/base.h>// #include<vcg/simplex/faceplus/component.h> #include<vcg/simplex/face/topology.h>// #include<vcg/complex/trimesh/base.h>// // input output #include<wrap/io_trimesh/import.h> #include<wrap/io_trimesh/export.h>//just in case // topology computation #include<vcg/complex/trimesh/update/topology.h>// #include<vcg/complex/trimesh/update/flag.h>// // half edge iterators //#include<vcg/simplex/face/pos.h> // normals and curvature #include<vcg/complex/trimesh/update/normal.h> //class UpdateNormals #include<vcg/complex/trimesh/update/curvature.h> //class curvature using namespace vcg; using namespace std; class MyEdge; // dummy prototype class MyFace; class MyVertex; class MyVertex : public VertexSimp2< MyVertex, MyEdge, MyFace, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{}; class MyFace : public FaceSimp2 < MyVertex, MyEdge, MyFace, face::FFAdj, face::VertexRef, face::BitFlags > {}; class MyMesh : public vcg::tri::TriMesh< vector<MyVertex>, vector<MyFace> > {}; int main( int argc, char **argv ) { MyMesh m; // this is the section with problems if(vcg::tri::io::ImporterPLY<MyMesh>::Open(m,argv[1])!=0) { printf("Error reading file %s\n",argv[1]); exit(0); } // from here no problems vcg::tri::UpdateTopology<MyMesh>::FaceFace(m); vcg::tri::UpdateFlags<MyMesh>::FaceBorderFromFF(m); vcg::tri::UpdateNormals<MyMesh>::PerVertexNormalized(m); printf("Input mesh vn:%i fn:%i\n",m.vn,m.fn); printf( "Mesh has %i vert and %i faces\n", m.vn, m.fn ); return 0; } ------------------- Xcode returns an error in allocate.h ???? /dev_code/vcglib/vcg/complex/trimesh/allocate.h:310: error: 'HasHEVAdjacency' was not declared in this scope I just added the search path in the properties of the project. If I add the files to the project (even without copying to the project's location) returns hundreds of errors. I hope you can help me. Thanks in advance. Jacob -- Jacob Montiel Lopez Master Student, Nakajima-Saito Lab, Department of Computer Science, Graduate School of Information Science and Engineering, Tokyo Institute of Technology, Meguro-ku, Ookayama 2-12-1-W8 Tokyo 152-8552, JAPAN ja...@im... |
From: Paolo C. <pao...@is...> - 2008-11-25 14:32:35
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Luciano Blasi wrote: > Hi all, > I would like to use Meshlab to compute convex hull > (triangle mesh) of a points cloud (less than some hundreds > points). > Anyone knows if is it already implemented such an > algorithm in MeshLab or VCGlib? > If there is not, where is the right place to implement it > (perhaps in a vcg::TriMesh method and use it inside a > filter_convexhull i.e.)? > Could anyone advise me about the algorithm (Quick-Hull > algorithm, Gift-Wrapping and Jarvis’s March algorithm, > Chan’s Algorithm etc)? > > Thanks in advance > > Luciano > > > I like the idea. I have just added the integration of QHull code (that has a GPL compatible license) inside meshlab as one of the next projects. p. > ========================================================== > Dr. Luciano Blasi > ENEA - C.R.Casaccia > Dipartimento Tecnologie Fisiche e Nuovi Materiali > Divisione di Robotica > Via Anguillarese, 301 Sacco Postale 088 > I-00123 S.Maria di Galeria (Roma) – ITALY > Tel.: (+39)06.30486838 > Fax.: (+39)06.30486038 > e-mail: blasi at casaccia.enea.it > web: http://robotica.casaccia.enea.it/personale/blasi.html > ========================================================== > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY |
From: Luciano B. <luc...@ca...> - 2008-11-23 12:07:28
|
Hi all, I would like to use Meshlab to compute convex hull (triangle mesh) of a points cloud (less than some hundreds points). Anyone knows if is it already implemented such an algorithm in MeshLab or VCGlib? If there is not, where is the right place to implement it (perhaps in a vcg::TriMesh method and use it inside a filter_convexhull i.e.)? Could anyone advise me about the algorithm (Quick-Hull algorithm, Gift-Wrapping and Jarvis’s March algorithm, Chan’s Algorithm etc)? Thanks in advance Luciano ========================================================== Dr. Luciano Blasi ENEA - C.R.Casaccia Dipartimento Tecnologie Fisiche e Nuovi Materiali Divisione di Robotica Via Anguillarese, 301 Sacco Postale 088 I-00123 S.Maria di Galeria (Roma) – ITALY Tel.: (+39)06.30486838 Fax.: (+39)06.30486038 e-mail: blasi at casaccia.enea.it web: http://robotica.casaccia.enea.it/personale/blasi.html ========================================================== |
From: Luca P. <luc...@em...> - 2008-11-20 21:25:41
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hello everybody, im working with meshlab from the svn. I am importing data from a text file (point data, xyz) creating obj file. Can i add in this file a column for using it for colorizing the model? I would like to assign the colours depending on this value. How should i do? thanks Luca -- Email.it, the professional e-mail, gratis per te: http://www.email.it/f Sponsor: Personalizza il tuo cellulare con tantissimi temi! Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=8275&d=20-11 |
From: Luca B. <luc...@gm...> - 2008-11-20 17:16:22
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Hello Luca, please report operating system and compiler version when reporting bugs :-) I'm currently stuck with the same problem you are reporting, I'm using gcc 4.1.2 under Gentoo. I don't know why this problem arise, and I'm not trying to resolve it at this time, because i'm currently working on non meshlab related stuff. I suggest you to checkout some older versions from meshlab and vcglib, and to try the meshlab_mini.pro compilation (to save time). If it succeeds, you can try to compile the full version, if it fails try some earlier version. Try to use synchronized versions of vcglib and svn. Cheers, L. On Thu, Nov 20, 2008 at 5:50 PM, Luca Penasa <luc...@em...> wrote: > Hello everybody, > I'm trying to compile meshlab from svn code. I followed the guide on > the meshlab wiki but it seems taking too long... The compilation process > appear to be stuck at this point: > > [............] > mainwindow_RunTime.cpp:984: instantiated from here > ../../../vcglib/vcg/space/triangle3.h:331: warning: 'operator^' is > deprecated (declared > at ../../../vcglib/vcg/math/eigen_matrixbase_addons.h:208) > ../../../vcglib/vcg/complex/trimesh/update/normal.h: In static member > function 'static void > vcg::tri::UpdateNormals<ComputeMeshType>::NormalizeVertex(ComputeMeshType&) [with ComputeMeshType = CMeshO]': > ../../../vcglib/vcg/complex/trimesh/update/normal.h:229: instantiated > from 'static void > vcg::tri::UpdateNormals<ComputeMeshType>::PerVertexNormalizedPerFace(ComputeMeshType&) [with ComputeMeshType = CMeshO]' > ../../../vcglib/vcg/complex/trimesh/update/normal.h:262: instantiated > from 'static void > vcg::tri::UpdateNormals<ComputeMeshType>::PerVertexNormalizedPerFaceNormalized(ComputeMeshType&) [with ComputeMeshType = CMeshO]' > mainwindow_RunTime.cpp:986: instantiated from here > ../../../vcglib/vcg/complex/trimesh/update/normal.h:238: warning: > 'Normalize' is deprecated (declared > at ../../../vcglib/vcg/math/eigen_matrixbase_addons.h:198) > > > > What could it be??? > > Thank you... > > Luca Penasa > > > > -- > Email.it, the professional e-mail, gratis per te: http://www.email.it/f > > Sponsor: > Un cellulare VIP? Scarica i wallpare con le star di Hollywood! > Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=8276&d=20-11 > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |
From: Luca P. <luc...@em...> - 2008-11-20 16:48:55
|
Hello everybody, I'm trying to compile meshlab from svn code. I followed the guide on the meshlab wiki but it seems taking too long... The compilation process appear to be stuck at this point: [............] mainwindow_RunTime.cpp:984: instantiated from here ../../../vcglib/vcg/space/triangle3.h:331: warning: ‘operator^’ is deprecated (declared at ../../../vcglib/vcg/math/eigen_matrixbase_addons.h:208) ../../../vcglib/vcg/complex/trimesh/update/normal.h: In static member function ‘static void vcg::tri::UpdateNormals<ComputeMeshType>::NormalizeVertex(ComputeMeshType&) [with ComputeMeshType = CMeshO]’: ../../../vcglib/vcg/complex/trimesh/update/normal.h:229: instantiated from ‘static void vcg::tri::UpdateNormals<ComputeMeshType>::PerVertexNormalizedPerFace(ComputeMeshType&) [with ComputeMeshType = CMeshO]’ ../../../vcglib/vcg/complex/trimesh/update/normal.h:262: instantiated from ‘static void vcg::tri::UpdateNormals<ComputeMeshType>::PerVertexNormalizedPerFaceNormalized(ComputeMeshType&) [with ComputeMeshType = CMeshO]’ mainwindow_RunTime.cpp:986: instantiated from here ../../../vcglib/vcg/complex/trimesh/update/normal.h:238: warning: ‘Normalize’ is deprecated (declared at ../../../vcglib/vcg/math/eigen_matrixbase_addons.h:198) What could it be??? Thank you... Luca Penasa -- Email.it, the professional e-mail, gratis per te: http://www.email.it/f Sponsor: Un cellulare VIP? Scarica i wallpare con le star di Hollywood! Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=8276&d=20-11 |
From: Norbert W. <n_w...@gm...> - 2008-11-12 15:25:37
|
On 11/12/2008 02:15 PM, Clifford Yapp wrote: > On Wednesday 12 November 2008 02:15:22 am Norbert Wenzel wrote: >> On 11/12/2008 05:21 AM, Clifford Yapp wrote: >>> 1) Import a simple file of xyz points into Meshlab, with an eye to >>> building a mesh from them (think basic surface scan) - can it be done? >> Not directly, at least I didn't get it. I've "converted" simple xyz >> files (points only) to obj by just adding "v " at the beginning of every >> line. These did load very well. > > Excellent! That worked - thank you! Can a mesh be built from the points - > i.e. a Delaunay triangulation? Most of the filters I try to run just result > in crashes :-(. Afaik there's no Delaunay based algorithm currently implemented in Meshlab. Ball Pivoting works well for my datasets, I'm not quite sure about Poisson reconstruction. If you plan to use the MLS stuff from the current development version, I suggest you wait until my question in the Sourceforge Help Forum[0] is answered, since at the moment my Meshlab always crashes when I try to reconstruction my selfmade objs. Norbert [0] https://sourceforge.net/forum/forum.php?thread_id=2540435&forum_id=499533 |
From: Clifford Y. <cli...@gm...> - 2008-11-12 13:15:16
|
On Wednesday 12 November 2008 02:15:22 am Norbert Wenzel wrote: > On 11/12/2008 05:21 AM, Clifford Yapp wrote: > > 1) Import a simple file of xyz points into Meshlab, with an eye to > > building a mesh from them (think basic surface scan) - can it be done? > > Not directly, at least I didn't get it. I've "converted" simple xyz > files (points only) to obj by just adding "v " at the beginning of every > line. These did load very well. Excellent! That worked - thank you! Can a mesh be built from the points - i.e. a Delaunay triangulation? Most of the filters I try to run just result in crashes :-(. Cheers, CY |
From: Norbert W. <n_w...@gm...> - 2008-11-12 07:15:48
|
On 11/12/2008 05:21 AM, Clifford Yapp wrote: > 1) Import a simple file of xyz points into Meshlab, with an eye to building > a mesh from them (think basic surface scan) - can it be done? Not directly, at least I didn't get it. I've "converted" simple xyz files (points only) to obj by just adding "v " at the beginning of every line. These did load very well. > 2) More generally, does anyone know if there is a listing of various "point > cloud" data formats anywhere and how to convert to/from the various options? I've not searched for that, but I did not find a list. I'd recommend to look at various point cloud software and see what they are able to handle. Personally I'd suggest you try ply files, I think these are relatively common (at least for academic software) because that's the format of the data in the Stanford scanning repository. Norbert |
From: Clifford Y. <cli...@gm...> - 2008-11-12 04:21:53
|
Hi! I'm interested in Meshlab's point cloud support, and I have two questions concerning it: 1) Import a simple file of xyz points into Meshlab, with an eye to building a mesh from them (think basic surface scan) - can it be done? 2) More generally, does anyone know if there is a listing of various "point cloud" data formats anywhere and how to convert to/from the various options? Thanks, C Y |
From: Luca P. <luc...@em...> - 2008-11-10 22:29:10
|
Il giorno lun, 10/11/2008 alle 23.00 +0100, Norbert Wenzel ha scritto: > On 11/10/2008 09:24 PM, Luca Penasa wrote: > > So im running meshlab from the folder where iv compiled it... > > me too, I'm not quite sure if the install script is intended to copy it > anywhere. personally I prefer the solution of having meshlab in my home > directory and not messing around in the path. > > > > I would > > like to try the "build surface from point" but when i "click" on the > > button in the menu nothing happen! Is this normal? i'm forgetting > > something? > > Is that really the name of the menu option? Yes that is the correct name, under the menu filters. Im on the version 1.1.1. > I can't find that option in > my 1.2 build from last week. there's the BPA, a poisson reconstruction > which are available in 1.1 and MLS (which I don't fully understand right > now, I still have to read the corresponding paper) stuff in 1.2. > the filter option "build surface from point" is not available in my > build (2008-11-06). Are you compiling the svn code? does it works well? > > third: my points-cloud is in the format > > x,y,z,I > > where I is the value of reflectance recorded by the LIDAR. It variates > > from 0 to 255. Is it possible to use this value to colorize the points > > (and/or the mesh ill create)?? Like to say: black for 0, white for 255! > > I have to deal with xyzrgb data (which in fact is xyzI, as yours) but as > I'm not interested I converted that to an obj file by addingt a 'v ' in > the beginning of every line. where dumb shell script for that is > available upon request. I'm not quite familiar with the obj format, but > I guess you could encode the color into that with a more elaborate shell > script easily (depending in your scripting knowledge). Could you send me your code for converting to obj files? > cheers, > norbert Thank you!! Luca -- Email.it, the professional e-mail, gratis per te: http://www.email.it/f Sponsor: Con EurizonVita puoi scoprire come sta la tua pensione, per tutelare il tuo futuro e quello dei tuoi cari Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=8420&d=10-11 |