i'm using a CMesh0::FaceIterator but it seems like it's a const for some
reason - when I try to change values of the face, like fit->cWT(0).N() i get
compilation errors about 'assignment of read-only location.' what's the
proper way to modify these values?
i was translating some of the italian comments in rect_packer.cpp but
couldn't find translations for the following:
posiziono - position?
pe plus'
could someone please translate these to english for me?
thanks
imran
On Tue, Apr 29, 2008 at 11:48 PM, skunkwerk <sku...@gm...> wrote:
> thanks Paolo,
> i guess CMesh0 is how i'll get the faceiterator - i'm working on some
> collada importer optimizations right now but might get back to this in a few
> days. what options do we have for a numerical solver?
>
> imran
>
>
> On Tue, Apr 29, 2008 at 2:22 PM, Paolo Cignoni <pao...@is...>
> wrote:
>
> > I like your proposal, but I strongly suggest you to proceed gradually
> > and start and complete and test a functionality at a time.
> >
> > First of all start to just add a simple rectangular packer,
> >
> > - then try to use the rect_packer provided code
> >
> > - then try to look at the code in the trimesh/textcoord_optimization.h
> > file.
> >
> > Before facing LSCM we should solve the issue of what numerical solver
> > use for it and for other issues that we have around in the vcg.
> > I hope we could take some decision in the next weeks about the numeric
> > solver in the vcg.
> >
> > I noticed that some notes on the basic types were missing so i added it
> > in http://meshlab.sourceforge.net/wiki/index.php/Writing_a_Plugin
> > Feel also free to contribute to the wiki in the part about the writing
> > of the plugins when you see points needing some clarification or a deeper
> > discussion.
> >
> >
> > cheers
> > p.
> >
> >
> >
> >
> >
> >
> >
> > skunkwerk wrote:
> >
> > 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
> >
> >
> >
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> >
> > --
> > 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
> >
> >
> >
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