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Commit fca870ed authored by Nicolas Pope's avatar Nicolas Pope
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Make draw edges optional in gui

parent de27e64c
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1 merge request!88Implements #146 upsampling option
...@@ -306,7 +306,7 @@ const GLTexture &ftl::gui::Camera::captureFrame() { ...@@ -306,7 +306,7 @@ const GLTexture &ftl::gui::Camera::captureFrame() {
case ftl::rgbd::kChanDepth: case ftl::rgbd::kChanDepth:
if (depth.rows == 0) { break; } if (depth.rows == 0) { break; }
visualizeDepthMap(depth, tmp, 7.0); visualizeDepthMap(depth, tmp, 7.0);
drawEdges(rgb, tmp); if (screen_->root()->value("showEdgesInDepth", false)) drawEdges(rgb, tmp);
texture_.update(tmp); texture_.update(tmp);
break; break;
......
...@@ -541,7 +541,7 @@ __global__ void dibr_attribute_contrib_kernel( ...@@ -541,7 +541,7 @@ __global__ void dibr_attribute_contrib_kernel(
// Is this point near the actual surface and therefore a contributor? // 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); 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? // TODO:(Nick) Should just one thread load these to shared mem?
const float4 colour = make_float4(tex2D<uchar4>(camera.colour, x, y)); const float4 colour = make_float4(tex2D<uchar4>(camera.colour, x, y));
......
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