* The interpolation types that can be used to map the
* texture from the original image to the isomap.
*/
enumclassTextureInterpolation{
NearestNeighbour,
Bilinear,
...
...
@@ -93,21 +75,20 @@ enum class TextureInterpolation {
};
/**
* extracts the texture of the face from the image
* Extracts the texture of the face from the given image
* and stores it as isomap (a rectangular texture map).
*
*
* @param[in] mesh TODO
* @param[in] mvp_matrix Atm working with a 4x4 (full) affine. But anything would work, just take care with the w-division.
* @param[in] viewport_width TODO
* @param[in] viewport_height TODO
* @param[in] image Where to extract the texture from
* @param[in] depth_buffer TODO note: We could also pass an instance of a Renderer here. Depending on how "stateful" the renderer is, this might make more sense.
* @param[in] mapping_type Which Transformation type to use for mapping
* @return A Mat with the texture as an isomap
* // note: framebuffer should have size of the image (ok not necessarily. What about mobile?) (well it should, to get optimal quality (and everywhere the same quality)?)
* @param[in] mesh A mesh with texture coordinates.
* @param[in] mvp_matrix An estimated 3x4 affine camera matrix.
* @param[in] viewport_width Screen width.
* @param[in] viewport_height Screen height.
* @param[in] image The image to extract the texture from.
* @param[in] depth_buffer A precalculated depthbuffer image.
* @param[in] mapping_type The interpolation type to be used for the extraction.
* @return The extracted texture as isomap (texture map).