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Updated how texturing is done (occlusion+distance)
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@@ -664,7 +664,7 @@ pcl::TextureMesh::Ptr createTextureMesh(
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// Texture by projection
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pcl::TextureMapping<pcl::PointXYZ> tm; // TextureMapping object that will perform the sort
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tm.setMaxDistance(maxDistance);
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tm.textureMeshwithMultipleCameras(*textureMesh, cameras);
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tm.textureMeshwithMultipleCameras2(*textureMesh, cameras);
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// compute normals for the mesh if not already here
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bool hasNormals = false;
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