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kandi X-RAY | vcglib Summary

kandi X-RAY | vcglib Summary

vcglib is a C library. vcglib has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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              vcglib has a low active ecosystem.
              It has 6 star(s) with 3 fork(s). There are 4 watchers for this library.
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              It had no major release in the last 6 months.
              vcglib has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vcglib is current.

            kandi-Quality Quality

              vcglib has no bugs reported.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

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

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            vcglib Key Features

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            vcglib Examples and Code Snippets

            No Code Snippets are available at this moment for vcglib.

            Community Discussions

            QUESTION

            two errors while compiling meshlab and vcglib
            Asked 2021-May-05 at 14:34

            I got one problem during compiling the Meshlab_mini (2020.12 version) with Vcglib (2020.12 version) with visual studio 2019 and qt 5.15.2.

            The problem is below

            Severity Code Description Project File Line Suppression State Error (active) E0135 class "vcg::tri::Append" has no member "MeshAppendConst" meshlab-common E:\meshlab-master\src\common\ml_document\cmesh.cpp 38

            Error (active) E0135 class "vcg::tri::Append" has no member "MeshCopyConst" meshlab-common E:\LaSys\HumanFace\meshlab-master\src\common\ml_document\cmesh.cpp 59

            Sure, there are no member functions named red above in the file of cmesh.cpp.

            Could you help out of here? Many thanks.

            ...

            ANSWER

            Answered 2021-May-05 at 01:46

            [SOLVED] I got the sourcecode by the Code -> Download ZIP method, and then compiled the project with the error above. By the great help from Alessandro Muntonialessandro.muntoni@isti.cnr.it, i.e., the 'git clone --recursive github.com/cnr-isti-vclab/meshlab' method, then the compilation of the source code of the Meshlab and the Vcglib is perfectly solved. Many thanks to Alessandro Muntonialessandro.muntoni@isti.cnr.it.

            Source https://stackoverflow.com/questions/67394126

            QUESTION

            What does `wedge` means in vcglib?
            Asked 2020-May-12 at 08:42

            In the Visualization and Computer Graphics Library (VCG for short), there's a concept as wedge.
            For example, vcg::face::WedgeTexCoord and vcg::face::WedgeColor. What does wedge mean?

            ...

            ANSWER

            Answered 2020-May-12 at 08:42

            wedge means one of the corner portion of a triangle. You can imagine that attributes of a mesh (color, normal texture coords) can be stored there in a way that can allow to manage easily discontinuities and smooth variations. In this way a face store the colors for his three vertices independently.

            I think the first widely use of this term is in this paper:

            Hoppe, Hugues. "New quadric metric for simplifying meshes with appearance attributes." Proceedings Visualization'99 (Cat. No. 99CB37067). IEEE, 1999. (PDF)

            Source https://stackoverflow.com/questions/61724879

            QUESTION

            How do I remove self-intersecting triangles from a 3D surface mesh?
            Asked 2019-Aug-05 at 18:04

            I have a CGAL surface_mesh of triangles with some self-intersecting triangles which I'm trying to remove to create a continuous 2-manifold shell, ultimately for printing.

            I've attempted to use remove_self_intersection() and autorefine_and_remove_self_intersections() from this answer. The first only removes a few self-intersections while the second completely removes my mesh.

            So, I'm trying my own approach - I'm finding the self-intersections and then attempting to delete them. I've tried using the low level remove_face but the borders are not detectable afterwards so I'm unable to fill the resulting holes. This answer refers to using the higher level Euler remove_face but this method, and make_hole seem to discard my mesh entirely.

            Here is an extract (I'm using break to see if I can get at least one triangle removed, and I'm just trying with the first of the pair):

            ...

            ANSWER

            Answered 2018-Oct-10 at 23:21

            My approach to removing self-intersecting triangles is to aggressively delete the intersecting faces, along with nearby faces and fill the resulting holes. Thanks to @sloriot 's comment I realised that the Euler::remove_face function was failing due to duplicate faces in the set returned from both the self_intersections and expand_face_selection functions.

            A quick way to remove duplicate faces from the vector result of those two functions is:

            Source https://stackoverflow.com/questions/52730931

            QUESTION

            Can Meshlab determine whether a point is inside a mesh
            Asked 2018-Oct-16 at 15:49

            Meshlab uses vcglib c++ library at its core. I was wondering if Meshlab can check if a point is inside a 3D mesh (polyhedron). I found an article which explains a possible way to determine an internal face. However, the proposed method colors vertices based on ambient occlusion, which is dependent on the camera view, and therefore is limited.

            Is Meshlab able to use ray casting and get an information for determining if a point is an interior point or not?

            ...

            ANSWER

            Answered 2018-Oct-16 at 15:49

            Ambient occlusion is not viewpoint dependent - it's a calculation of the visibility from all ambient lighting, which is in every direction.

            Meshlab can do this via

            Source https://stackoverflow.com/questions/51915268

            QUESTION

            Failed to to simplify 3D models with vcglib, Assertion `0' failed
            Asked 2017-Oct-19 at 02:25

            I used vcglib to simplify 3D model file. I used the master_a8e87662 git repo. I run the sample trimesh_clustering to simplify a plf file format 3D model with this,

            ...

            ANSWER

            Answered 2017-Oct-13 at 10:00

            For now I remove the color attribute of the vertex to make run, this will lost the color info of the mesh. This is just a workaround not the idal way.

            Below is the process how can I get it.

            remove the color attribute.

            I use g++ and gdb to debug the issue,

            Source https://stackoverflow.com/questions/46726253

            QUESTION

            Program crashes while creating VertexPointer of more then 400k Vertex in VCG
            Asked 2017-Jan-13 at 14:14

            I'm new to VCG and facing some problem with creating a VertexPointer of size 400K+ Vertex. The actual question was asked here in the solution's comment.

            I tried to make an array of VertexPointer

            MyMesh::VertexPointer vi[400000];

            The program crashes with no error in the above line of code.

            This is MyMesh Declaration

            ...

            ANSWER

            Answered 2017-Jan-13 at 14:14

            This should get you started. You basically need to use the allocators. A good way to find how VCG works is by looking at the examples and load/save functions that vcg has for difference file formats.

            Source https://stackoverflow.com/questions/41628620

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

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