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Texturing: using depth image to filter wrongly projected textures
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@@ -137,7 +137,10 @@ pcl::TextureMesh::Ptr RTABMAP_EXP createTextureMesh(
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const pcl::PolygonMesh::Ptr & mesh,
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const std::map<int, Transform> & poses,
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const std::map<int, CameraModel> & cameraModels,
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const std::map<int, cv::Mat> & cameraDepths,
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float maxDistance = 0.0f, // max camera distance to polygon to apply texture
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float maxDepthError = 0.0f, // maximum depth error between reprojected mesh and depth image to texture a face (-1=disabled, 0=edge length is used)
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float maxAngle = 0.0f, // maximum angle between camera and face (0=disabled)
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int minClusterSize = 50, // minimum size of polygons clusters textured
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const std::vector<float> & roiRatios = std::vector<float>(), // [left, right, top, bottom] region of interest (in ratios) of the image projected.
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const ProgressState * state = 0,
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@@ -146,7 +149,10 @@ pcl::TextureMesh::Ptr RTABMAP_EXP createTextureMesh(
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const pcl::PolygonMesh::Ptr & mesh,
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const std::map<int, Transform> & poses,
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const std::map<int, std::vector<CameraModel> > & cameraModels,
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const std::map<int, cv::Mat> & cameraDepths,
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float maxDistance = 0.0f, // max camera distance to polygon to apply texture
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float maxDepthError = 0.0f, // maximum depth error between reprojected mesh and depth image to texture a face (-1=disabled, 0=edge length is used)
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float maxAngle = 0.0f, // maximum angle between camera and face (0=disabled)
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int minClusterSize = 50, // minimum size of polygons clusters textured
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const std::vector<float> & roiRatios = std::vector<float>(), // [left, right, top, bottom] region of interest (in ratios) of the image projected.
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const ProgressState * state = 0,
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