From fca870ed32c70101fa8466d5894cfb0c7fc172d7 Mon Sep 17 00:00:00 2001
From: Nicolas Pope <nwpope@utu.fi>
Date: Sun, 11 Aug 2019 09:29:47 +0300
Subject: [PATCH] Make draw edges optional in gui

---
 applications/gui/src/camera.cpp      | 2 +-
 applications/reconstruct/src/dibr.cu | 2 +-
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/applications/gui/src/camera.cpp b/applications/gui/src/camera.cpp
index 892ba32e8..eedf63ffd 100644
--- a/applications/gui/src/camera.cpp
+++ b/applications/gui/src/camera.cpp
@@ -306,7 +306,7 @@ const GLTexture &ftl::gui::Camera::captureFrame() {
 			case ftl::rgbd::kChanDepth:
 				if (depth.rows == 0) { break; }
 				visualizeDepthMap(depth, tmp, 7.0);
-				drawEdges(rgb, tmp);
+				if (screen_->root()->value("showEdgesInDepth", false)) drawEdges(rgb, tmp);
 				texture_.update(tmp);
 				break;
 			
diff --git a/applications/reconstruct/src/dibr.cu b/applications/reconstruct/src/dibr.cu
index bdd00de44..a91ae7b87 100644
--- a/applications/reconstruct/src/dibr.cu
+++ b/applications/reconstruct/src/dibr.cu
@@ -541,7 +541,7 @@ __global__ void dibr_attribute_contrib_kernel(
             
     // Is this point near the actual surface and therefore a contributor?
     const float d = ((float)depth_in.tex2D((int)screenPos.x, (int)screenPos.y)/1000.0f);
-    if (abs(d - camPos.z) > DEPTH_THRESHOLD) return;
+    //if (abs(d - camPos.z) > DEPTH_THRESHOLD) return;
 
     // TODO:(Nick) Should just one thread load these to shared mem?
     const float4 colour = make_float4(tex2D<uchar4>(camera.colour, x, y));
-- 
GitLab