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Commit fa62a068 authored by Nicolas Pope's avatar Nicolas Pope
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Display mask again

parent ef4d2d85
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1 merge request!151Implements #216 triangle renderer
Pipeline #16012 passed
This commit is part of merge request !151. Comments created here will be created in the context of that merge request.
...@@ -372,8 +372,7 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) { ...@@ -372,8 +372,7 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) {
temp_.createTexture<int>(Channel::Depth); temp_.createTexture<int>(Channel::Depth);
//temp_.get<GpuMat>(Channel::Normals).setTo(cv::Scalar(0.0f,0.0f,0.0f,0.0f), cvstream); //temp_.get<GpuMat>(Channel::Normals).setTo(cv::Scalar(0.0f,0.0f,0.0f,0.0f), cvstream);
// First make sure each input has normals // Display mask values
/*temp_.createTexture<float4>(Channel::Normals);
for (int i=0; i<scene_->frames.size(); ++i) { for (int i=0; i<scene_->frames.size(); ++i) {
auto &f = scene_->frames[i]; auto &f = scene_->frames[i];
auto s = scene_->sources[i]; auto s = scene_->sources[i];
...@@ -387,7 +386,7 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) { ...@@ -387,7 +386,7 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) {
} }
} }
// Needs to create points channel first? /*// Needs to create points channel first?
if (!f.hasChannel(Channel::Points)) { if (!f.hasChannel(Channel::Points)) {
//LOG(INFO) << "Creating points... " << s->parameters().width; //LOG(INFO) << "Creating points... " << s->parameters().width;
...@@ -417,8 +416,8 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) { ...@@ -417,8 +416,8 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out) {
if (norm_filter_ > -0.1f) { if (norm_filter_ > -0.1f) {
ftl::cuda::normal_filter(f.getTexture<float4>(Channel::Normals), f.getTexture<float4>(Channel::Points), s->parameters(), pose, norm_filter_, stream_); ftl::cuda::normal_filter(f.getTexture<float4>(Channel::Normals), f.getTexture<float4>(Channel::Points), s->parameters(), pose, norm_filter_, stream_);
} }
}
}*/ }*/
}
Channel chan = src->getChannel(); Channel chan = src->getChannel();
......
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