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UVAtlasComputeIMTFromTexture
UVAtlas |
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Calculates per-triangle IMT's from a texture mapped onto a mesh, to be used as input to UVAtlasCreate or UVAtlasPartition.
HRESULT UVAtlasComputeIMTFromTexture(
const XMFLOAT3* positions, const XMFLOAT2* texcoords, size_t nVerts,
const void* indices, DXGI_FORMAT indexFormat, size_t nFaces,
const float* pTexture, size_t width, size_t height,
DWORD options,
std::function<HRESULT(float percentComplete)> statusCallBack,
float* pIMTArray);
pTexture: A float array of width * height * 4 in size. This data should be in DXGI_FORMAT_R32G32B32A32_FLOAT
format. You can use DirectXTex functions to convert arbitrary format textures to this form.
options: A combination of UVATLAS_IMT
flags
-
UVATLAS_IMT_DEFAULT
- The default is no wrapping in either U or V. -
UVATLAS_IMT_WRAP_U
- Wrap in the U dimension -
UVATLAS_IMT_WRAP_V
- Wrap in the V dimension -
UVATLAS_IMT_WRAP_UV
- Wrap in both the U and V dimensions. pIMTArray: The resulting IMT data which is passed to UVAtlasCreate or UVAtlasPack which is an array of 3 float values per face.
Given a texture that maps over the surface of the mesh, the algorithm computes the IMT for each face. This will cause triangles containing lower-frequency signal data to take up less space in the final texture atlas when parameterized with the UVAtlas functions. The texture is assumed to be interpolated over the mesh bi-linearly.
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
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