I fixed this, now texturequadric support better border preservation and
absolute border preservation (border are left totally unchanged)
but currently i am not able to commit back my mods
SVN servers of sourceforge are moving and my #$@#%^%B dns is still
thinking to find them at the old location :(
http://sourceforge.net/community/forum/topic.php?id=2836&page&replies=1
hopefully later I will succeed in.
P.
skunkwerk wrote:
> thanks Marco,
> Paolo, is this feature something we could ask Marco to
> implement? I re-did my tests, restarting meshlab each time so as not
> to be affected by the bug you mentioned. the 'preserve boundary'
> option does seem to work, but even without it selected the regular
> quadric preserves much more of the boundary than the
> quadric-with-texture does.
>
> i'm working on fixing the filter texture (texture atlas) plugin right now
>
> imran
>
> On Wed, Jul 16, 2008 at 1:55 PM, Marco Pirosu <pi...@gm...
> <mailto:pi...@gm...>> wrote:
>
> the original quadric algorithm has been written by paolo cignoni. I
> think to remember i did not manage it because it wasn't part of the
> course project, even if the option is there (i think it has been put
> there in order to be uniform with the normal one). Also, if i remember
> well. the two algotithms work in a different way. The regular one is
> dedicated for 3D geometry, while my algorithm is based on the Garland
> multidimensional algorithm.
>
>
> On 7/16/08, skunkwerk <sku...@gm...
> <mailto:sku...@gm...>> wrote:
> > it looks like the extra options in the regular quadric filter
> make no
> > visible difference (i tried reductions with them on and off) -
> especially
> > the 'preserve boundaries' option that I thought would account
> for the
> > different performance.
> >
> > but sure enough, the regular-quadric is performing better
> (dropping less
> > geometry for the same number of output faces) than the
> quadric-texture
> > filter. any ideas why?
> >
> > imran
> >
> > On Wed, Jul 16, 2008 at 9:55 AM, skunkwerk <sku...@gm...
> <mailto:sku...@gm...>> wrote:
> >
> >> is that the source of the problem, you think?
> >> who wrote the regular quadric filter?
> >> would it be possible to copy-paste the code from the regular
> quadric
> >> filter
> >> that handles boundary preservation to the quadric-texture one?
> >>
> >> imran
> >>
> >>
> >> On Wed, Jul 16, 2008 at 4:19 AM, Marco Pirosu <pi...@gm...
> <mailto:pi...@gm...>> wrote:
> >>
> >>> i think it wasn't part of the course project, so i didn't
> implement it.
> >>> It
> >>> should be doable, through.
> >>>
> >>> On 7/16/08, skunkwerk <sku...@gm...
> <mailto:sku...@gm...>> wrote:
> >>>
> >>>> there seems to be a difference in the performance of the
> >>>> quadric-with-texture filter and the regular quadric.
> >>>>
> >>>> see these two files:
> >>>> www.akbars.net/classicford.saved.dae
> <http://www.akbars.net/classicford.saved.dae> (regular quadric)
> >>>> www.akbars.net/classicford.savedtextured.dae
> <http://www.akbars.net/classicford.savedtextured.dae>
> (quadric-with-texture)
> >>>>
> >>>> the quadric-with-texture file has polygons missing from the
> wheels, if
> >>>> you look at them from the side. is this supposed to happen?
> they were
> >>>> both
> >>>> reduced to about ~50,000 polygons.
> >>>>
> >>>> Is there a reason the quadric-with-texture filter doesn't have a
> >>>> "preserve boundary" option?
> >>>>
> >>>> thanks,
> >>>> imran
> >>>>
> >>>>
> >>>>
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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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