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@ -7001,10 +7001,10 @@ bool MeshTexture::FaceViewSelection3( unsigned minCommonCameras, float fOutlierT |
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// 1) create FaceToVirtualFaceMap
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// 1) create FaceToVirtualFaceMap
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FaceDataViewArr virtualFacesDatas; |
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FaceDataViewArr virtualFacesDatas; |
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VirtualFaceIdxsArr virtualFaces; // stores each virtual face as an array of mesh face ID
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VirtualFaceIdxsArr virtualFaces; // stores each virtual face as an array of mesh face ID
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// CreateVirtualFaces(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
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CreateVirtualFaces(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras); |
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// CreateVirtualFaces3(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
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// CreateVirtualFaces3(facesDatas, virtualFacesDatas, virtualFaces, minCommonCameras);
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// CreateVirtualFaces4(facesDatas, virtualFacesDatas, virtualFaces, mapFaceToVirtualFace, minCommonCameras);
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// CreateVirtualFaces4(facesDatas, virtualFacesDatas, virtualFaces, mapFaceToVirtualFace, minCommonCameras);
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CreateVirtualFaces6(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras); |
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// CreateVirtualFaces6(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
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// CreateVirtualFaces61(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
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// CreateVirtualFaces61(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
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// CreateVirtualFaces62(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
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// CreateVirtualFaces62(facesDatas, virtualFacesDatas, virtualFaces, isVirtualFace, minCommonCameras);
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TD_TIMER_STARTD(); |
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TD_TIMER_STARTD(); |
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