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Updated how texturing is done (occlusion+distance)
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@@ -341,6 +341,9 @@ namespace pcl
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void
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textureMeshwithMultipleCameras (pcl::TextureMesh &mesh,
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const pcl::texture_mapping::CameraVector &cameras);
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void
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textureMeshwithMultipleCameras2 (pcl::TextureMesh &mesh,
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const pcl::texture_mapping::CameraVector &cameras);
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protected:
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/** \brief mesh scale control. */
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@@ -411,7 +414,7 @@ namespace pcl
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inline bool
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isFaceProjected (const Camera &camera,
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const PointInT &p1, const PointInT &p2, const PointInT &p3,
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pcl::PointXY &proj1, pcl::PointXY &proj2, pcl::PointXY &proj3);
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pcl::PointXY &proj1, pcl::PointXY &proj2, pcl::PointXY &proj3, float & angle);
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/** \brief Returns True if a point lays within a triangle
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* \details see http://www.blackpawn.com/texts/pointinpoly/default.html
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