Ejemplo n.º 1
0
	void Start ()
	{
		ReleaseBuffers ();
		
		if (CoordinateMapperManager == null)
		{
			return;
		}
		
		_CoordinateMapperManager = CoordinateMapperManager.GetComponent<CoordinateMapperManager>();
		
		Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();
		if (renderTexture != null)
		{
			gameObject.GetComponent<Renderer>().material.SetTexture("_MainTex", renderTexture);
		}

		depthPoints = _CoordinateMapperManager.GetDepthCoordinates ();
		if (depthPoints != null)
		{
			depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
			gameObject.GetComponent<Renderer>().material.SetBuffer("depthCoordinates", depthBuffer);
		}

		bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer ();
		if (bodyIndexPoints != null)
		{
			bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
			gameObject.GetComponent<Renderer>().material.SetBuffer ("bodyIndexBuffer", bodyIndexBuffer);
		}
	}
Ejemplo n.º 2
0
    void Start()
    {
        ReleaseBuffers();

        if (CoordinateMapperManager == null)
        {
            return;
        }

        _CoordinateMapperManager = CoordinateMapperManager.GetComponent <CoordinateMapperManager>();

        Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();

        if (renderTexture != null)
        {
            gameObject.GetComponent <Renderer>().material.SetTexture("_MainTex", renderTexture);
        }

        depthPoints = _CoordinateMapperManager.GetDepthCoordinates();
        if (depthPoints != null)
        {
            depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
            gameObject.GetComponent <Renderer>().material.SetBuffer("depthCoordinates", depthBuffer);
        }

        bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer();
        if (bodyIndexPoints != null)
        {
            bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
            gameObject.GetComponent <Renderer>().material.SetBuffer("bodyIndexBuffer", bodyIndexBuffer);
        }
    }
    void Start()
    {
        //清空緩衝器。
        ReleaseBuffers();
        //如果讀取不到資料來源程式,跳出。
        if (CoordinateMapperManager == null)
        {
            return;
        }

        _CoordinateMapperManager = CoordinateMapperManager.GetComponent <CoordinateMapperManager>();
        //讀取彩色貼圖。
        Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();

        if (renderTexture != null)
        {
            gameObject.renderer.material.SetTexture("_MainTex", renderTexture);
        }
        //讀取深度資料座標。
        depthPoints = _CoordinateMapperManager.GetDepthCoordinates();
        if (depthPoints != null)
        {
            depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
            gameObject.renderer.material.SetBuffer("depthCoordinates", depthBuffer);
        }
        //讀取人體辨識資料。
        bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer();
        if (bodyIndexPoints != null)
        {
            bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
            gameObject.renderer.material.SetBuffer("bodyIndexBuffer", bodyIndexBuffer);
        }
    }
    void Start()
    {
        //清空緩衝器。
        ReleaseBuffers ();
        //如果讀取不到資料來源程式,跳出。
        if (CoordinateMapperManager == null)
        {
            return;
        }

        _CoordinateMapperManager = CoordinateMapperManager.GetComponent<CoordinateMapperManager>();
        //讀取彩色貼圖。
        Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();
        if (renderTexture != null)
        {
            gameObject.renderer.material.SetTexture("_MainTex", renderTexture);
        }
        //讀取深度資料座標。
        depthPoints = _CoordinateMapperManager.GetDepthCoordinates ();
        if (depthPoints != null)
        {
            depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
            gameObject.renderer.material.SetBuffer("depthCoordinates", depthBuffer);
        }
        //讀取人體辨識資料。
        bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer ();
        if (bodyIndexPoints != null)
        {
            bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
            gameObject.renderer.material.SetBuffer ("bodyIndexBuffer", bodyIndexBuffer);
        }
    }