Re: [Meshlab-devel] texture atlas - please comment
A processing system for 3D triangular meshes
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From: skunkwerk <sku...@gm...> - 2008-04-29 17:45:37
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thanks for the hints paolo, i wanted to use this algorithm: http://alice.loria.fr/php/article.php?pub=../publications/papers/2002/lscm but it seemed like it needed information on the actual models, and was taking in arbitrarily-shaped textures. the only other algorithm i've found for texture packing is a recursive tree-based one: http://www.blackpawn.com/texts/lightmaps/default.html i tried this line (along with everything else i could think of): MeshModel::FaceIterator fit; but it didn't like the 'MeshModel' part - is 'mm' not an object of type MeshModel? if someone could suggest the correct syntax i can get started on testing the texture atlas thanks, imran On Tue, Apr 29, 2008 at 2:13 AM, Paolo Cignoni <pao...@is...> wrote: > skunkwerk wrote: > > i've attached a texture atlas function. > > > > it compiles except for a ConstFaceIterator error - I've tried using > > the template<typename MESHTYPE> but that didn't work either. the > > algorithm is VERY basic (textures are added one after another in a > > row), but should work. i couldn't find any algorithms for more > > closely-packed positioning, but i could look at the code in > > openscenegraph's texture atlas generator. > Nice Job! > > The right place for this stuff is the filter_texture plugin that i have > just added, > Now it is just a placeholder filter you should add your code there. > > Important: > In the plugin dir you can find a rect_packer that should make good job. > please use it to build a good packing of the texture size > > > questions: > > 1) if someone could tell me how to iterate through faces from a > > function outside vcg, that'd be great so i could test this out > We have started to improve the developer documentation: two new pages in > the wiki should help you > > http://meshlab.sourceforge.net/wiki/index.php/Accessing_the_mesh > http://meshlab.sourceforge.net/wiki/index.php/Algorithms > > > 2) paolo, what's the best location of this function? i'm currently > > putting it in mainwindow_Runtime.cpp to test it out > The right location is inside the filter_texture plugin > possible parameter of the plugin: > - format of the saved texture (as a enum) > - max size of the texture > > > 3) how do I access the data from already-loaded textures? so i can > > prevent having to load all the textures again... > Do not worry about that. Feel free to use QT to load again the images > and process them, it should not create a significant overhead. > > Once your processing is ended (and you have saved the new texture) you > should update the texture names stored inside the mesh sending a signal > to the updateTexture() slot of the mainwindow (the parent of the action) > > 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 the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |