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A question for OpenGL experts:
How should complex textures be formed from real metal defects (3D printing, SLM method)?
What is the best way to fill complex (torn) areas [flow filling]?
How can I work with a 3D mesh in terms of texturing? Should I assign the material, or what? I cut a 3D model with a cutting plane and get layers of SLM parts. Is it possible to distribute the texture over the mesh in advance?
Has anyone done anything like this?
