Loading src/TriangleMesh.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -17,7 +17,7 @@ #undef max //some debug-code enabling triggers #define SAVE_INTERMEDIATE_IMAGES //#define SAVE_INTERMEDIATE_IMAGES #define TEXTURE_QUANTIZATION 8 #define SQR(x) ((x)*(x)) Loading Loading @@ -1504,7 +1504,7 @@ void ActiveMesh::InitDots_body(const i3d::Image3d<i3d::GRAY16>& mask) i3d::Image3d<float> dt; i3d::GrayToFloat(mask,dt); i3d::EDM(dt,0,100.f,false); i3d::EDM(dt,0,50.f,false); #ifdef SAVE_INTERMEDIATE_IMAGES dt.SaveImage("1_DTAlone.ics"); #endif Loading src/main_Generator.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -116,7 +116,7 @@ int main(int argc,char **argv) //we have to utilize the images _offset_ attribute, instead of //translating all mesh points, to assure the meshes appear within //the produced images mesh.meshShift=minBB -Vector3F(1.0f); mesh.meshShift=minBB -Vector3F(2.5f); mesh.meshPlaygroundSize=(maxBB-minBB) +Vector3F(5.0f); //NB: We also introduce 1um thick border around the mesh std::cout << "corners of a detected bounding box (with 1um thick border):\n"; Loading Loading
src/TriangleMesh.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -17,7 +17,7 @@ #undef max //some debug-code enabling triggers #define SAVE_INTERMEDIATE_IMAGES //#define SAVE_INTERMEDIATE_IMAGES #define TEXTURE_QUANTIZATION 8 #define SQR(x) ((x)*(x)) Loading Loading @@ -1504,7 +1504,7 @@ void ActiveMesh::InitDots_body(const i3d::Image3d<i3d::GRAY16>& mask) i3d::Image3d<float> dt; i3d::GrayToFloat(mask,dt); i3d::EDM(dt,0,100.f,false); i3d::EDM(dt,0,50.f,false); #ifdef SAVE_INTERMEDIATE_IMAGES dt.SaveImage("1_DTAlone.ics"); #endif Loading
src/main_Generator.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -116,7 +116,7 @@ int main(int argc,char **argv) //we have to utilize the images _offset_ attribute, instead of //translating all mesh points, to assure the meshes appear within //the produced images mesh.meshShift=minBB -Vector3F(1.0f); mesh.meshShift=minBB -Vector3F(2.5f); mesh.meshPlaygroundSize=(maxBB-minBB) +Vector3F(5.0f); //NB: We also introduce 1um thick border around the mesh std::cout << "corners of a detected bounding box (with 1um thick border):\n"; Loading