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