Updated how texturing is done (occlusion+distance)

This commit is contained in:
matlabbe
2017-02-03 17:27:54 -05:00
parent 53ff5b56e6
commit 31453d187d
5 changed files with 294 additions and 16 deletions
+4 -1
View File
@@ -341,6 +341,9 @@ namespace pcl
void
textureMeshwithMultipleCameras (pcl::TextureMesh &mesh,
const pcl::texture_mapping::CameraVector &cameras);
void
textureMeshwithMultipleCameras2 (pcl::TextureMesh &mesh,
const pcl::texture_mapping::CameraVector &cameras);
protected:
/** \brief mesh scale control. */
@@ -411,7 +414,7 @@ namespace pcl
inline bool
isFaceProjected (const Camera &camera,
const PointInT &p1, const PointInT &p2, const PointInT &p3,
pcl::PointXY &proj1, pcl::PointXY &proj2, pcl::PointXY &proj3);
pcl::PointXY &proj1, pcl::PointXY &proj2, pcl::PointXY &proj3, float & angle);
/** \brief Returns True if a point lays within a triangle
* \details see http://www.blackpawn.com/texts/pointinpoly/default.html