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Adding re-texturing option: #462
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allows to backup and reuse the atlas to re-texture the mesh later using the same UV's
…e-texture the mesh later using the same UV's
…e-texture the mesh later using the same UV's - fix forwin32 path creation
…e-texture the mesh later using the same UV's - fix forwin32 path creation
…e-texture the mesh later using the same UV's - fix forwin32 path creation -sorry for the mess...
…e-texture the mesh later using the same UV's - fix forwin32 path creation -sorry for the mess...
…e-texture the mesh later using the same UV's - fix for win32 path creation. 2nd attempt
…e-texture the mesh later using the same UV's - fix for win32 path creation. 3rd attempt
Sorry for the noise I created. I'm learning Atom+git+github the hard way I suppose. |
re-opening for testing |
Alright. It looks like everything is compiling properly on win32 now. Sorry again for the noise... |
…and 8bit (log) data. Works as expected with current openMVS code but limited to 8bit output due to current implementation. pImage->ReadData(image.data, PF_R8G8B8, 3, (CImage::Size)image.step)
The 2 last commits gives the ability to read 32bit EXR files and load the data as float 32bit (linear) or 8bit (log) output. It's seems it doesn't compile for windows as the openEXR library can't be found. I will need the help of someone to fix it as I don't have a windows computer. |
…g TextureMesh (hasn't been tested for anything else than TextureMesh but could work ) -changing default output to float 32bit EXR file format.
Last commit is quick conversion to float/32F. TextureMesh has been tested and seems to work as expected. It now outputs 32bit EXR instead of jpg or png |
Sry for the late reply! This changes look very professional, it does not look like you are only starting to learn programming. Here are some suggestions: I like a lot the idea of using Image32F3 instead of Image8U3 in order to support all types of inputs. It is very simple and should just work. The only downside is that this will increase enven farther the memory requirements. It would be best if we can use a dynamic image type, that stores pixels in uint8_t or float depending on the input image. Or at least use a typedef that can easily be changed at compile time (so instead of manually replacing all instances of Image8U3 to Image32F3, to make a To make your life easier on Windows, use VCPKG to install and compile 3rd party libs. Not only that will save you time to manage all those libs, but should make it easy also to find them using CMake in a consistent way (no need for custom FindPackage). This PR grew very large, and targets two different problems. Pls split it in 2 PR, one for each problem. Thank you for the HARD work. |
allows to backup and reuse the atlas to re-texture the mesh later using
the same UV's