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Export: Added blending option, gain compensation performance increased when exporting with textures
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@@ -613,7 +613,8 @@ pcl::TextureMesh::Ptr createTextureMesh(
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const std::map<int, CameraModel> & cameraModels,
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float maxDistance,
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int minClusterSize,
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const ProgressState * state)
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const ProgressState * state,
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std::vector<std::map<int, pcl::PointXY> > * vertexToPixels)
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{
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UASSERT(mesh->polygons.size());
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pcl::TextureMesh::Ptr textureMesh(new pcl::TextureMesh);
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@@ -671,7 +672,7 @@ pcl::TextureMesh::Ptr createTextureMesh(
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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.setMinClusterSize(minClusterSize);
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if(tm.textureMeshwithMultipleCameras2(*textureMesh, cameras, state))
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if(tm.textureMeshwithMultipleCameras2(*textureMesh, cameras, state, vertexToPixels))
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{
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// compute normals for the mesh if not already here
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bool hasNormals = false;
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