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代码整理

ManualUV
hesuicong 2 weeks ago
parent
commit
f831f93361
  1. 14
      libs/MVS/SceneTexture.cpp

14
libs/MVS/SceneTexture.cpp

@ -13653,7 +13653,7 @@ bool MeshTexture::TextureWithExistingUV(
if (existingTextures.empty()) { if (existingTextures.empty()) {
VERBOSE("error: no existing texture data provided"); VERBOSE("error: no existing texture data provided");
return false; // return false;
} }
DEBUG_EXTRA("Processing %zu faces with existing texture data", scene.mesh.faces.size()); DEBUG_EXTRA("Processing %zu faces with existing texture data", scene.mesh.faces.size());
@ -15748,12 +15748,12 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
// nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize, // nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize,
// baseFileName, bOriginFaceview, this, existingTexcoords, existingTexindices); // baseFileName, bOriginFaceview, this, existingTexcoords, existingTexindices);
if (!texture.GenerateTextureWithViewConsistency( // if (!texture.GenerateTextureWithViewConsistency(
bGlobalSeamLeveling, bLocalSeamLeveling, nTextureSizeMultiple, // bGlobalSeamLeveling, bLocalSeamLeveling, nTextureSizeMultiple,
nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize, // nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize,
baseFileName, bOriginFaceview, this)) { // baseFileName, bOriginFaceview, this)) {
return false; // return false;
} // }
// 保存生成的纹理数据 // 保存生成的纹理数据
Mesh::Image8U3Arr existingTextures = texture.texturesDiffuseTemp; Mesh::Image8U3Arr existingTextures = texture.texturesDiffuseTemp;

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