MeshViewer | A mesh viewer using Qt & VTK | 3D Printing library

 by   nero19960329 C++ Version: Current License: No License

kandi X-RAY | MeshViewer Summary

kandi X-RAY | MeshViewer Summary

MeshViewer is a C++ library typically used in Modeling, 3D Printing applications. MeshViewer has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A mesh viewer using Qt & VTK.
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            kandi-support Support

              MeshViewer has a low active ecosystem.
              It has 28 star(s) with 16 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 1 have been closed. On average issues are closed in 5 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of MeshViewer is current.

            kandi-Quality Quality

              MeshViewer has no bugs reported.

            kandi-Security Security

              MeshViewer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              MeshViewer does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              MeshViewer releases are not available. You will need to build from source code and install.

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            MeshViewer Key Features

            No Key Features are available at this moment for MeshViewer.

            MeshViewer Examples and Code Snippets

            No Code Snippets are available at this moment for MeshViewer.

            Community Discussions

            QUESTION

            Using renderdoc, how do I find the winding of a triangle in the mesh viewer?
            Asked 2021-May-11 at 11:14

            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 11:14

            It's in PipelineState->Rasterizer->RasterizerState->Front CCW.

            Source https://stackoverflow.com/questions/67469226

            QUESTION

            Primitive ID, not unique if the same mesh is used more than once
            Asked 2020-Jan-27 at 18:16

            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 18:16

            It'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.

            Source https://stackoverflow.com/questions/59935480

            QUESTION

            Any solutions for perspective view openGL qt
            Asked 2019-Jul-07 at 11:24

            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 11:24

            What 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.

            Source https://stackoverflow.com/questions/51752037

            QUESTION

            Qt error in .obj file: unresolved externals
            Asked 2018-Sep-01 at 07:09

            So I have changed the following lines:

            ...

            ANSWER

            Answered 2018-Sep-01 at 07:09

            It 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:

            1. Don't use glut32, and use 64-bit glut library.
            2. 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).

            Source https://stackoverflow.com/questions/52125278

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install MeshViewer

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/nero19960329/MeshViewer.git

          • CLI

            gh repo clone nero19960329/MeshViewer

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            git@github.com:nero19960329/MeshViewer.git

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