Hi Imran,
first of all sorry for the delay with which I replay to all your mails
but the deadline to our paper will be on April and I have to hardly work
on it.
Are you sure that you sure that the mesh would have the color per face
attribute enabled?!? to test it add before you read the color per face
from a collada file an if statement that test bitmask passed to the dae
importing filter with the vcg::tri::io::Mask::IOM_FACENORMAL value (i.e.
if (mask & vcg::tri::Mask::IOM_FACENORMAL)).
Guido
On 3/12/2008, "Imran Akbar" <im...@os...> wrote:
>Guido,
> do you know what the correct syntax is to allow meshlab to import a
>face's colors? these triangles originally had texcoords that mapped to a
>non-existant texture, as there were only colors defined in its material
><diffuse> tag. when i change texcoord to color and remove the offsets
>meshlab crashes... what kind of syntax is the importer in import_dae.h
>expecting?
>
><triangles material="material0" count="2">
> <input semantic="VERTEX" source="#mesh1-geometry-vertex"
>offset="0"/>
> <input semantic="NORMAL" source="#mesh1-geometry-normal"
>offset="1"/>
> <input semantic="COLOR" source="#material0-effect" set="0"/>
> <p>0 0 1 0 2 0 1 0 0 0 3 0 </p>
></triangles>
>
>thanks,
>imran
>
>
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