- deletion of the horrifying fArgs array and inserted a new class FractalArgs to manage the perturbation parameters
- perturbation can now be saved as a per-vertex quality value
- removed refined step in FP_FRACTAL_MESH filter
- added preview support in FP_FRACTAL_MESH filter
- removed subdivision steps values from table description
- FP_FRACTAL_MESH now directly smoothes vertex normals instead of face normals and then vertex normals
- removed superior limit of subdivision step parameter
- Fractal Displacement moved in Remeshing submenu
- added check for vertex deletion (IsD()) before applying the perturbation
- some code beautifying
This filter version only create a Dust Mesh of vertices
Every vertex contains a DustParticle a data, structure defined in dustparticle.h
It contains mass, barycentric coordinates and a FacePointer
dustsampler.h is a implementation of TrivialSampler. When a new sample point is added, a DustParticle with its barycentic coordinates and FacePointer is created;
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Modified filter_dirt.h,filter_dirt.h,filter_dirt.pro
Added dustparticle.h dustsampler.h
- bugfix in "basic parametrization" filter (space optimizing method). Now face longest edge is ACTUALLY mapped to longest edge in parametrization domain
- tons of changes in rasterization functions
- minor optimizations
- lots of code refactoring
FilterHighQualityRender class has spitted in two files (one for parser rib phase the other for filter plugin functions)
A namespace (UtilitiesHQR) with general utility function (from FilterHighQualityRender) has created too.
- image/images copied in mesh directory with the right name (if are many for now, they are copied with a number) and with request file format (new parameter)
- deleting all file is required (parameter) (with a bug not solved)
- I have done the part of joining vertices using arrays and loops so that it looks better and is easier to understand.
- Minor: aligning and beautifying of code.
- TODO: The part of creating vertices can also be optimized using loops.
All the methods in common between the four different decorators are placed in the decorate_shadow abstract class.
The three shadow map classes are now in parent relationship.
The blur pass(horizontal and vertical) in VSM shadow mapping with blur has been modified:
-the orthografic projection and the model view matrix used to render the full screen quad have been removed
-the blur vertex shader has been modified to correctly calculate the texture mapping.
The shadow map decoration method is defined by a global parameter(MeshLab::Decoration::ShadowMethod).
The ssao shader has been modified to recive the "rad" parameter has uniform.
The rad value for the ssao is now defined in a global parameter named MeshLab::Decoration::SSAORadius
All the methods has been commented.