In this mail you wrote
CMesh<zero> instead of CMesh<Capital O>
check that you did not the same in the code...
p.
skunkwerk wrote:
> yeah, i read the wiki and looked at my own source code.
>
> this used to work as of a few months ago:
> vcg::tri::Allocator<CMesh0>::CompactVertexVector(m);
> but isn't anymore...
>
> the compiler says the candidate function is the same thing...
>
> 2008/7/17 Paolo Cignoni <pao...@is...>:
>
>
>> skunkwerk wrote:
>>
>> i've updated and committed the texture atlas filter
>>
>> 1) i've removed the extraneous code so it doesn't bother trying to create
>> multiple atlases now
>> 2) i make any negative UV coords positive before I try to offset them, as
>> it's easier to figure out that way. i've also fixed some code in
>> adjustUVCoords so it's a bit more straightforward now
>> 3) i couldn't find the "updateTexture" slot you mentioned, Paolo. did you
>> mean the updateGL() slot in mainwindow?
>>
>>
>> it is a slot of the GlArea not of the main window. So it could be an issue
>> since from within a filter you should not know a lot of the glarea....
>> I will add a solution to this.
>>
>> 4) i'm still not sure what the correct syntax is for compactfacevector,
>> etc. so it's commented out right now
>>
>> It is explained in the vcg wiki
>>
>> http://vcg.sourceforge.net/index.php/Allocation
>>
>>
>> Cheers
>> p.
>>
>>
>>
>>
>> it compiles... but i'll test it tomorrow morning
>>
>> On Thu, May 22, 2008 at 3:42 PM, skunkwerk <sku...@gm...> wrote:
>>
>>
>>> thanks Paolo,
>>> i've commited a new version:
>>>
>>> 1) the reason for multiple texture atlases was that some platforms cannot
>>> support very large textures - but i've changed the default texture size to
>>> 4096x4096
>>> 2) i've split up the code into 5 separate functions
>>> 3) i'm using stl's min/max now
>>> 4) i tried calling the compactface function but was getting an error and
>>> have commented it out for now - what's the correct way to do this?
>>> 5) i'm aware of the floor and ceiling functions, but didn't see any place
>>> in the code i could have used it
>>>
>>> imran
>>>
>>> On Wed, May 21, 2008 at 11:03 PM, Paolo Cignoni <
>>> pao...@is...> wrote:
>>>
>>>
>>>> skunkwerk wrote:
>>>>
>>>> i've made further changes to the texture atlas plugin - it should now
>>>> work with negative uv coords. it is crashing, however on line 197:
>>>>
>>>> it causes a segmentation fault, that i've backtraced to qpainter. This
>>>> does not crash when I do not try to scale the qimage before converting it to
>>>> a qpixmap. any suggestions? I've tried calling the qpainter destructor
>>>> before resizing, but that doesn't help.
>>>>
>>>>
>>>> http://meshlab.svn.sourceforge.net/viewvc/meshlab/trunk/meshlab/src/meshlabplugins/filter_texture/filter_texture.cpp?revision=2258&view=markup
>>>>
>>>> imran
>>>>
>>>>
>>>> I gave a very short look at the code.
>>>> A few suggestions (that in most cases holds for all my students too....)
>>>>
>>>> - keep the implementation of the filters out of the apply methods unless
>>>> it is a very short one (e.g. less than 10~20 lines of code). The ApplyFilter
>>>> function should be mostly a switch.
>>>> - try to structure your code a little more. Avoid very lengthy functions.
>>>>
>>>> - multiple atlases seems to me a bit a weird concept. The idea of atlases
>>>> is exactly the fact of having a single unique object. Let us assume that the
>>>> objective is an unique single atlas.
>>>> - You are doing a quite restructuring algorighm so it reasonable an
>>>> initial purging step. Perform at beginning a compactVertex and comapctface
>>>> call and get rid of all the IsD() tests in your loops.
>>>> - Do not take any care of number of multiplications, sums and operations.
>>>> Performance is affected by other things. Forget old style optimizations....
>>>> - stl has min and max, use them.
>>>> - pay attention to use int for truncating a value, floor and ceil make a
>>>> more predictable work, particualrly when negative numbers are around
>>>> - 2880 seems to me a quite weird value for a maximum texture size. Where
>>>> do it came from? why not a plain 4096 or 8192?
>>>> - on my machine, on the input mesh sample/texture_double.ply it does not
>>>> crash, but simply create trashed tex coords. From the log:
>>>>
>>>> created atlas of dimensions: 1024 , 512
>>>> inserted texture 0 into atlas at position: 0 0
>>>> inserted texture 1 into atlas at position: 512 0
>>>> saved texture atlas
>>>> original U: 0 original V: 0
>>>> new U: 2.82017 new V: 9300.4
>>>> original U: 1 original V: 0
>>>> new U: 2.82017 new V: 9300.4
>>>> original U: 1 original V: 1
>>>> new U: 2.82017 new V: 9300.41
>>>> original U: 0 original V: 0
>>>> ...
>>>>
>>>>
>>>>
>>>>
>>>> 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>
>>
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>> 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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