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@ -1150,6 +1150,12 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
@@ -1150,6 +1150,12 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr
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// continue;
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} |
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float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f; |
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// printf("brightnessPerceptual=%f\n", brightnessPerceptual);
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if (brightnessPerceptual>0.95f) |
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continue; |
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// if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace)))
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// if (false)
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{ |
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