thanks paolo... sorry, that was a typo. the exact same code works in the
colladaformat.h file, but not in my filtertexture.cpp file - any idea why?
On Sat, Jul 19, 2008 at 9:57 PM, Paolo Cignoni <pao...@is...>
wrote:
> 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...> <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...> <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> <http://vcg.isti.cnr.it/%7Ecignoni> <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> <http://vcg.isti.cnr.it/%7Ecignoni> <http://vcg.isti.cnr.it/%7Ecignoni>
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> Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni <http://vcg.isti.cnr.it/%7Ecignoni>
>
> ISTI - CNR
> Via Moruzzi 1,
> 56124 Pisa
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>
>
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