Re: [Meshlab-devel] questions
A processing system for 3D triangular meshes
Brought to you by:
cignoni,
granzuglia
From: skunkwerk <sku...@gm...> - 2008-03-25 20:41:25
|
thanks Paolo, i've just been waiting on Guido to finish up his paper so we can work together on the collada plugin. in the meantime, I was looking at the u3d source and it seemed that it wasn't exporting textures - is this the case (I haven't been able to test it)? I remember having trouble putting the u3d into a pdf, even with the instructions on the wiki. What program was used on windows to do it? I tried using WinEdt on windows but couldn't figure out what to do... cheers, imran On Fri, Mar 21, 2008 at 2:21 PM, Paolo Cignoni <pao...@is...> wrote: > skunkwerk wrote: > > I had some questions about meshlab: > > 1) There seems to be a renderman plugin in the source tree, but I have to > remove it as it never compiles... what's the status of the plugin - is there > anyone working on it? > > No, it is not renderman, it is rendermonkey. > it is in the meshlab.pro. > the official pro are meshlabv11.pro > and meshlabv12.pro, use them. > > > 2) The support for importing .dxf files - the only gpl library to do this > seems to be coin3d's dime (http://www.coin3d.org/lib/dime).<http://www.coin3d.org/lib/dime%29.>.. > is anyone working on this? > > No, nobody is working on it. > I do not know that using an external lib is the right choice. > Dime is gpl but has no official release if i have well seen. dxflib could > be another solution. > Browsing in the Blendercode could be another option. > We need to support a very limited subset of dxf (the 3d mesh part) so > bringing inside meshlab another library could be not the best solution. > > 3) I've noticed that when I try opening huge (~20 MB collada) files, it > takes about five minutes... but the actual filters are still quite fast. > any tips on speeding up the time to load large files? multithreading? > would running on a multi-core CPU be likely to speed this up, or is it just > dependent on the speed of the hard disk and pipeline? > > I have not examined well how is structued the collada parsing code. > There is surely a xml parsing code. but i have not investigated on that. > > > 4) as far as a texture atlas generator goes, should I use the opengl > library directly, or go through QtOpenGL, like some of the things in meshlab > do? qt's library might not provide everything i need, but at this point i > don't know enough about opengl to be sure. when textures are loaded by an > importer, where are they stored? > > be careful here. Interaction between opengl and qt and the various plugins > can be tricky. > > A suggestion: > I appreciate a lot your enthusiasm, but I would like to suggest you to > concentrate on a particular topic to avoid the dispersion of your efforts. > Try to bring the collada inport and export to the best possible state, > improve its robustness, conformance and eventually its performance.... > > Cheers > p. > > -- > Paolo Cignoni -- Senior Researcher > Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni <http://vcg.isti.cnr.it/%7Ecignoni> > > ISTI - CNR > Via Moruzzi 1, > 56124 Pisa > ITALY > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > |