diff --git a/libs/MVS/Mesh.cpp b/libs/MVS/Mesh.cpp index 48ee5a1f9..bc1998501 100644 --- a/libs/MVS/Mesh.cpp +++ b/libs/MVS/Mesh.cpp @@ -997,7 +997,7 @@ void Mesh::Clean(float fDecimate, float fSpurious, bool bRemoveSpikes, unsigned vcg::tri::TriEdgeCollapseQuadricParameter pp; pp.QualityThr = 0.3; // Quality Threshold for penalizing bad shaped faces: the value is in the range [0..1], 0 accept any kind of face (no penalties), 0.5 penalize faces with quality < 0.5, proportionally to their shape pp.PreserveBoundary = false; // the simplification process tries to not affect mesh boundaries during simplification - pp.BoundaryWeight = 1; // the importance of the boundary during simplification: the value is in the range (0..+inf), default (1.0) means that the boundary has the same importance as the rest; values greater than 1.0 raise boundary importance and has the effect of removing less vertices on the border + pp.BoundaryQuadricWeight = 1; // the importance of the boundary during simplification: the value is in the range (0..+inf), default (1.0) means that the boundary has the same importance as the rest; values greater than 1.0 raise boundary importance and has the effect of removing less vertices on the border pp.PreserveTopology = false; // avoid all collapses that cause a topology change in the mesh (like closing holes, squeezing handles, etc); if checked the genus of the mesh should stay unchanged pp.QualityWeight = false; // use the Per-Vertex quality as a weighting factor for the simplification: the weight is used as an error amplification value, so a vertex with a high quality value will not be simplified and a portion of the mesh with low quality values will be aggressively simplified pp.NormalCheck = false; // try to avoid face flipping effects and try to preserve the original orientation of the surface