Translated. sorry for the italian comments that are surviving in a lot
of places...
skunkwerk wrote:
> 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...
> <mailto: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... <mailto: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...
>> <mailto: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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--
Paolo Cignoni -- Senior Researcher
Visual Computing Laboratory - ISTI - CNR
http://vcg.isti.cnr.it/~cignoni
ISTI - CNR
Via Moruzzi 1,
56124 Pisa
ITALY
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