Modified rasterization algorithm to generate samples from buffer areas outside (texture space) border edges
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@ -43,6 +43,7 @@ sampling strategies (montecarlo, stratified etc).
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#include <vcg/complex/trimesh/update/normal.h>
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#include <vcg/complex/trimesh/update/flag.h>
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#include <vcg/space/box2.h>
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#include <vcg/space/segment2.h>
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namespace vcg
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{
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namespace tri
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@ -99,10 +100,11 @@ class TrivialSampler
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sampleVec->push_back(f.P(0)*p[0] + f.P(1)*p[1] +f.P(2)*p[2] );
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}
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void AddTextureSample(const FaceType &, const CoordType &, const Point2i &)
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void AddTextureSample(const FaceType &, const CoordType &, const Point2i &, float )
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{
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// Retrieve the color of the sample from the face f using the barycentric coord p
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// and write that color in a texture image at position tp[0],tp[1]
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// and write that color in a texture image at position <tp[0], texHeight-tp[1]>
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// if edgeDist is > 0 then the corrisponding point is affecting face color even if outside the face area (in texture space)
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}
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}; // end class TrivialSampler
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@ -527,8 +529,8 @@ static void FaceSubdivision(MetroMesh & m, VertexSampler &ps,int sampleNum, bool
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//qDebug("samplePerAreaUnit %f",samplePerAreaUnit);
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std::vector<FacePointer> faceVec;
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FillAndShuffleFacePointerVector(m,faceVec);
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tri::UpdateNormals<MetroMesh>::PerFaceNormalized(m);
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tri::UpdateFlags<MetroMesh>::FaceProjection(m);
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vcg::tri::UpdateNormals<MetroMesh>::PerFaceNormalized(m);
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vcg::tri::UpdateFlags<MetroMesh>::FaceProjection(m);
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double floatSampleNum = 0.0;
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int faceSampleNum;
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// Subdivision sampling.
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@ -769,11 +771,16 @@ static void FaceSimilar(MetroMesh & m, VertexSampler &ps,int sampleNum, bool dua
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// con due parametri x,y di tipo S esempio:
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// class Foo { public void operator()(int x, int y ) { ??? } };
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static void SingleFaceRaster(FaceType &f, VertexSampler &ps, const Point2<ScalarType> & v0, const Point2<ScalarType> & v1, const Point2<ScalarType> & v2)
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{
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typedef ScalarType S;
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// This function does rasterization with a safety buffer area, thus accounting some points actually outside triangle area
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// The safety area samples are generated according to face flag BORDER which should be true for texture space border edges
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// Use correctSafePointsBaryCoords = true to map safety texels to closest point barycentric coords (on edge).
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static void SingleFaceRaster(typename MetroMesh::FaceType &f, VertexSampler &ps,
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const Point2<typename MetroMesh::ScalarType> & v0,
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const Point2<typename MetroMesh::ScalarType> & v1,
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const Point2<typename MetroMesh::ScalarType> & v2,
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bool correctSafePointsBaryCoords=true)
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{
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typedef typename MetroMesh::ScalarType S;
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// Calcolo bounding box
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Box2i bbox;
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@ -786,6 +793,7 @@ static void SingleFaceRaster(FaceType &f, VertexSampler &ps, const Point2<Scala
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if(bbox.min[1]>int(v2[1])) bbox.min[1]=int(v2[1]);
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else if(bbox.max[1]<int(v2[1])) bbox.max[1]=int(v2[1]);
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// Calcolo versori degli spigoli
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Point2<S> d10 = v1 - v0;
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Point2<S> d21 = v2 - v1;
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@ -803,31 +811,95 @@ static void SingleFaceRaster(FaceType &f, VertexSampler &ps, const Point2<Scala
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S dn0 = -d10[0];
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S dn1 = -d21[0];
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S dn2 = -d02[0];
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// Rasterizzazione
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//Calculating orientation
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bool flipped = !(d02 * vcg::Point2<S>(-d10[1], d10[0]) >= 0);
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// Calculating border edges
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Segment2<S> borderEdges[3];
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S edgeLength[3];
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unsigned char edgeMask = 0;
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if (f.IsB(0)) {
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borderEdges[0] = Segment2<S>(v0, v1);
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edgeLength[0] = borderEdges[0].Length();
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edgeMask |= 1;
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}
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if (f.IsB(1)) {
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borderEdges[1] = Segment2<S>(v1, v2);
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edgeLength[1] = borderEdges[1].Length();
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edgeMask |= 2;
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}
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if (f.IsB(2)) {
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borderEdges[2] = Segment2<S>(v2, v0);
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edgeLength[2] = borderEdges[2].Length();
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edgeMask |= 4;
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}
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// Rasterizzazione
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double de = v0[0]*v1[1]-v0[0]*v2[1]-v1[0]*v0[1]+v1[0]*v2[1]-v2[0]*v1[1]+v2[0]*v0[1];
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for(int x=bbox.min[0];x<=bbox.max[0];++x)
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for(int x=bbox.min[0]-1;x<=bbox.max[0]+1;++x)
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{
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bool in = false;
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S n0 = b0;
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S n1 = b1;
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S n2 = b2;
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for(int y=bbox.min[1];y<=bbox.max[1];++y)
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S n[3] = { b0-db0-dn0, b1-db1-dn1, b2-db2-dn2};
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for(int y=bbox.min[1]-1;y<=bbox.max[1]+1;++y)
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{
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if( (n0>=0 && n1>=0 && n2>=0) || (n0<=0 && n1<=0 && n2<=0) )
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if((n[0]>=0 && n[1]>=0 && n[2]>=0) || (n[0]<=0 && n[1]<=0 && n[2]<=0))
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{
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CoordType baryCoord;
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typename MetroMesh::CoordType baryCoord;
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baryCoord[0] = double(-y*v1[0]+v2[0]*y+v1[1]*x-v2[0]*v1[1]+v1[0]*v2[1]-x*v2[1])/de;
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baryCoord[1] = -double( x*v0[1]-x*v2[1]-v0[0]*y+v0[0]*v2[1]-v2[0]*v0[1]+v2[0]*y)/de;
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baryCoord[2] = 1-baryCoord[0]-baryCoord[1];
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ps.AddTextureSample(f, baryCoord, Point2i(x,y));
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ps.AddTextureSample(f, baryCoord, Point2i(x,y), 0);
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in = true;
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} else if(in) break;
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n0 += dn0;
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n1 += dn1;
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n2 += dn2;
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} else {
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// Check whether a pixel outside (on a border edge side) triangle affects color inside it
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Point2<S> px(x, y);
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Point2<S> closePoint;
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int closeEdge = -1;
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S minDst = FLT_MAX;
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// find the closest point (on some edge) that lies on the 2x2 squared neighborhood of the considered point
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for (int i=0, t=0; t<2 && i<3 && (edgeMask>>i)%2 ; ++i)
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{
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Point2<S> close;
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S dst;
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if ( (!flipped && n[i]<0 || flipped && n[i]>0) &&
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(dst = ((close = ClosestPoint(borderEdges[i], px)) - px).Norm()) < minDst &&
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close.X() > px.X()-1 && close.X() < px.X()+1 &&
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close.Y() > px.Y()-1 && close.Y() < px.Y()+1)
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{
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minDst = dst;
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closePoint = close;
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closeEdge = i;
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++t;
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}
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}
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if (closeEdge >= 0)
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{
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typename MetroMesh::CoordType baryCoord;
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if (correctSafePointsBaryCoords)
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{
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// Add x,y sample with closePoint barycentric coords (on edge)
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baryCoord[closeEdge] = (closePoint - borderEdges[closeEdge].P(1)).Norm()/edgeLength[closeEdge];
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baryCoord[(closeEdge+1)%3] = 1 - baryCoord[closeEdge];
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baryCoord[(closeEdge+2)%3] = 0;
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} else {
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// Add x,y sample with his own barycentric coords (off edge)
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baryCoord[0] = double(-y*v1[0]+v2[0]*y+v1[1]*x-v2[0]*v1[1]+v1[0]*v2[1]-x*v2[1])/de;
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baryCoord[1] = -double( x*v0[1]-x*v2[1]-v0[0]*y+v0[0]*v2[1]-v2[0]*v0[1]+v2[0]*y)/de;
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baryCoord[2] = 1-baryCoord[0]-baryCoord[1];
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}
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ps.AddTextureSample(f, baryCoord, Point2i(x,y), minDst);
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in = true;
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} else if (in) break;
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}
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n[0] += dn0;
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n[1] += dn1;
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n[2] += dn2;
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}
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b0 += db0;
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b1 += db1;
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@ -1109,7 +1181,18 @@ static void PoissonDisk(MetroMesh &origMesh, VertexSampler &ps, MetroMesh &monte
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//template <class MetroMesh>
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//void Sampling<MetroMesh>::SimilarFaceSampling()
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static void Texture(MetroMesh & m, VertexSampler &ps, int textureWidth, int textureHeight)
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// This function also generates samples outside faces if those affects faces in texture space.
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// Use correctSafePointsBaryCoords = true to map safety texels to closest point barycentric coords (on edge)
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// otherwise obtained samples will map to barycentric coord actually outside face
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//
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// If you don't need to get those extra points clear faces Border Flags
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// vcg::tri::UpdateFlags<Mesh>::FaceClearB(m);
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//
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// Else make sure to update border flags from texture space FFadj
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// vcg::tri::UpdateTopology<Mesh>::FaceFaceFromTexCoord(m);
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// vcg::tri::UpdateFlags<Mesh>::FaceBorderFromFF(m);
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static void Texture(MetroMesh & m, VertexSampler &ps, int textureWidth, int textureHeight, bool correctSafePointsBaryCoords=true)
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{
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FaceIterator fi;
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@ -1118,9 +1201,9 @@ static void Texture(MetroMesh & m, VertexSampler &ps, int textureWidth, int text
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{
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Point2f ti[3];
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for(int i=0;i<3;++i)
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ti[i]=Point2f((*fi).WT(i).U() * textureWidth, (*fi).WT(i).V() * textureHeight);
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SingleFaceRaster(*fi, ps, ti[0],ti[1],ti[2]);
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ti[i]=Point2f((*fi).WT(i).U() * textureWidth - 0.5, (*fi).WT(i).V() * textureHeight + 0.5);
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// +/- 0.5 constants are used to obtain correct texture mapping
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SingleFaceRaster(*fi, ps, ti[0],ti[1],ti[2], correctSafePointsBaryCoords);
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}
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}
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