diff --git a/libs/MVS/SceneTexture.cpp b/libs/MVS/SceneTexture.cpp index a5d72bd..aedc304 100644 --- a/libs/MVS/SceneTexture.cpp +++ b/libs/MVS/SceneTexture.cpp @@ -8642,7 +8642,6 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT } } - DEBUG_EXTRA("FaceViewSelection3.1"); // printf("perFaceFaces.size = %d\n", perFaceFaces.size()); ASSERT(controlCounter == faces.size()); @@ -8675,7 +8674,6 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT } //*/ } - DEBUG_EXTRA("FaceViewSelection3.2"); // 3) use virtual faces to build the graph // 4) assign images to virtual faces // 5) spread image ID to each mesh face from virtual face @@ -8683,7 +8681,6 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT MAYBEUNUSED const Mesh::FIndex idx((Mesh::FIndex)boost::add_vertex(graph)); ASSERT(idx == idxFace); } - DEBUG_EXTRA("FaceViewSelection3.3"); //* FOREACH(idxVirtualFace, virtualFaces) { const Mesh::FaceIdxArr& afaces = virtualFaceNeighbors[idxVirtualFace]; @@ -8706,11 +8703,10 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT } //*/ - DEBUG_EXTRA("FaceViewSelection3.4"); // 这里通过深度图判断virtualFaces是否要为invalid // CheckInvalidFaces(virtualFacesDatas, fOutlierThreshold, nIgnoreMaskLabel, views, bUseVirtualFaces)) - printf("virtualFacesDatas.size()=%d, facesDatas.size()=%d\n", virtualFacesDatas.size(), facesDatas.size()); + // printf("virtualFacesDatas.size()=%d, facesDatas.size()=%d\n", virtualFacesDatas.size(), facesDatas.size()); ASSERT((Mesh::FIndex)boost::num_vertices(graph) == virtualFaces.size()); // assign the best view to each face