void setVertexColors(const VertexMap< Rgb8Color > &vertexColors)
void setClusterColors(const ClusterMap< Rgb8Color > &colors)
void setVertexNormals(const VertexMap< Normal< typename BaseVecT::CoordType >> &normals)
boost::optional< const ClusterMap< Rgb8Color > & > m_clusterColors
TextureFinalizer(const ClusterBiMap< FaceHandle > &cluster)
const ClusterBiMap< FaceHandle > & m_cluster
boost::optional< const MaterializerResult< BaseVecT > & > m_materializerResult
MeshBufferPtr apply(const BaseMesh< BaseVecT > &mesh)
boost::optional< const VertexMap< Normal< typename BaseVecT::CoordType > > & > m_vertexNormals
void setMaterializerResult(const MaterializerResult< BaseVecT > &materializerResult)
boost::optional< const VertexMap< Rgb8Color > & > m_vertexColors