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

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