单视图投射进一步优化
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@@ -6047,9 +6047,9 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
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IIndexArr filteredCams;
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int nViewCoverage = 0;
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int nViewCoverageMax = 200;
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int nViewCoverageMax = 100;
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int nHit = 0;
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int nHitMax = 10;
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int nHitMax = 1;
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std::map<IIndex, IIndex> mapProcessedViewIdx;
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//*
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for (const auto& [viewIdx, coverageCount] : viewCoverage) {
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@@ -6090,7 +6090,7 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
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}
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}
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if (!scene.is_face_delete_edge2(strName, virtualFaceCenterFaceID))
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// if (!scene.is_face_delete_edge2(strName, virtualFaceCenterFaceID))
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{
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filteredCams.push_back(viewIdx);
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mapProcessedViewIdx[viewIdx] = viewIdx;
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@@ -6108,7 +6108,7 @@ bool MeshTexture::CreateVirtualFaces64(FaceDataViewArr& facesDatas, FaceDataView
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nViewCoverage = 0;
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nViewCoverageMax = 200;
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nHit = 0;
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nHitMax = 10;
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nHitMax = 5;
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for (size_t i = 0; i < sortedCams2.size(); ++i)
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{
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if (nViewCoverage>=nViewCoverageMax)
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