MeshViewer | A mesh viewer using Qt & VTK | 3D Printing library
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kandi X-RAY | MeshViewer Summary
A mesh viewer using Qt & VTK.
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MeshViewer Examples and Code Snippets
Community Discussions
Trending Discussions on MeshViewer
QUESTION
I feel really stupid asking this, but I can't seem to find any way to figure this out.
I was having issues with my render pass in Vulkan and eventually tracked it to the winding (clockwise vs counterclockwise).
After having slapped my forehead far too hard, I then tried to figure out what the windings of the triangles were in the RenderDoc MeshViewer so that I wouldn't screw this up again.
This is such a fundamental thing that I'm clearly missing the obvious. I have Googled and searched the docs, but the only thing I found was something on the programmatic interface, and nothing in the GUI itself.
Thanks for the help.
...ANSWER
Answered 2021-May-11 at 11:14It's in PipelineState->Rasterizer->RasterizerState->Front CCW.
QUESTION
I working on a thermal tool using OptiX. I started with the "meshviewer" example which uses syoyo's tinygltf loader. Basically I want to import a file, get the number of primitives and then add up the intersections.
Now I imported a file containing two cubes, which should consist of 12 triangles each, so 24 in total. When I start my program the loader only recognizes 12 triangles, but it renders 2 seperate cubes. The primitive IDs seem to be identical for both cubes.
Is there a workaround when I export from blender? If I understood the documentation directly the separate cubes are treated as two "identical" instances of the same mesh and thus share the primitive IDs. I am using the v2.81 of Blender with the gltf exporter.
Do I understand the problem correctly? And is there an easy workaround? If not it seems I will have to modify the tinygltf loader.
Thank you for help in advance!
...ANSWER
Answered 2020-Jan-27 at 18:16It's possible the two cubes share the same mesh. In the screenshot below, there are two Blender "objects", Left-Cube
and Right-Cube
. Both objects use the same Blender mesh, called Shared-Cube-Mesh
.
The glTF exporter recognizes this pattern and mirrors it in the glTF file. There will be two glTF nodes, corresponding to the two Blender objects that use the mesh. But there will only be a single glTF mesh, with a single cube.
You can click the "number of users" button, shown below with a white arrow pointing to it, to make the second object use its own unique mesh. But be warned, this doubles the amount of mesh data being exported to glTF in this simple example. A complete copy of the mesh would be made in both Blender and the glTF binary payload.
QUESTION
I have the following problem, when I zoom in on the image. I have not been able to solve it. I am currently developing in Qt with c ++. I have a question about orthogonal projection and perspective projection. I need to zoom without traversing the image. I tried to make the glViewport
bigger, but it does not work for me. The xmin
, xmax
... are the maximum and minimum values for each axis.
ANSWER
Answered 2019-Jul-07 at 11:24What the window displays is a frustum, defined by six planes. Normally, these planes are parallel, as in a cube. Anything that lies outside the frustum is not displayed.
"Zoom" may be interpreted, in a generic way, as "see bigger, nearer, more detail".
There are several ways of achieve the zoom effect:
Scale the objects. This works, the flaw is that objects (or parts of them) may lie before the near plane or behind the far plane of the frustum.
Move the camera towards the object. Same matter with near/far planes. Also, take care of moving through the model, you can set a "barrier" (perhaps a box) to prevent the camera moving too deep.
For an orthogonal projection, set left/right/top/bottom planes nearer to the object. This makes the frustum smaller, thus it's normal that some objects get clipped.
For a perspective projection you can do the same trick as with orthogonal. This trick is just to reduce the FOV (field of view) angle. If objects are too far, the perspective effect may be less obvious.
QUESTION
So I have changed the following lines:
...ANSWER
Answered 2018-Sep-01 at 07:09It looks like your OpenMesh library is 64-bit and you are trying to link it with a 32-bit glut library, which is not possible. You have two options:
- Don't use glut32, and use 64-bit glut library.
- If you need a 32-bit binary, change all your other libs to 32-bit version as well. And to run the 32-bit application on Linux (which seems you're on), you may need to add
i386
architecture (see here for more info).
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