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[software] Texturing: Fix formatting issue
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cbentejac authored and fabiencastan committed Jan 22, 2024
1 parent 528fd12 commit 3edfdef
Showing 1 changed file with 6 additions and 6 deletions.
12 changes: 6 additions & 6 deletions src/software/pipeline/main_texturing.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -103,9 +103,9 @@ int aliceVision_main(int argc, char* argv[])
("bumpType", po::value<mesh::EBumpMappingType>(&bumpMappingParams.bumpType)->default_value(bumpMappingParams.bumpType),
"Use HeightMap for displacement or bump mapping.")
("unwrapMethod", po::value<std::string>(&unwrapMethod)->default_value(unwrapMethod),
"Method to unwrap input mesh if it does not have UV coordinates.\n"
" * Basic (> 600k faces) fast and simple. Can generate multiple atlases.\n"
" * LSCM (<= 600k faces): optimize space. Generates one atlas.\n"
"Method to unwrap input mesh if it does not have UV coordinates.\n"
" * Basic (> 600k faces) fast and simple. Can generate multiple atlases.\n"
" * LSCM (<= 600k faces): optimize space. Generates one atlas.\n"
" * ABF (<= 300k faces): optimize space and stretch. Generates one atlas.'")
("useUDIM", po::value<bool>(&texParams.useUDIM)->default_value(texParams.useUDIM),
"Use UDIM UV mapping.")
Expand Down Expand Up @@ -135,9 +135,9 @@ int aliceVision_main(int argc, char* argv[])
"Option to flip face normals. It can be needed as it depends on the vertices order in triangles and the "
"convention changes from one software to another.")
("visibilityRemappingMethod", po::value<std::string>(&visibilityRemappingMethod)->default_value(visibilityRemappingMethod),
"Method to remap visibilities from the reconstruction to the input mesh.\n"
" * Pull: For each vertex of the input mesh, pull the visibilities from the closest vertex in the reconstruction.\n"
" * Push: For each vertex of the reconstruction, push the visibilities to the closest triangle in the input mesh.\n"
"Method to remap visibilities from the reconstruction to the input mesh.\n"
" * Pull: For each vertex of the input mesh, pull the visibilities from the closest vertex in the reconstruction.\n"
" * Push: For each vertex of the reconstruction, push the visibilities to the closest triangle in the input mesh.\n"
" * PullPush: Combine results from Pull and Push results.'")
("subdivisionTargetRatio", po::value<float>(&texParams.subdivisionTargetRatio)->default_value(texParams.subdivisionTargetRatio),
"Percentage of the density of the reconstruction as the target for the subdivision "
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