/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> private IEnumerator LoadSceneRepresentationCoroutine() { // Load the scene representation. yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMPerViewMeshesQSTR.LoadProcessedPerViewMeshesCoroutine())); // Deactivate the created geometry. _helperCommandBuffer.DeactivateCreatedGeometry(PMPerViewMeshesQSTR.perViewMeshTransforms[0].parent); }
/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> private IEnumerator LoadSceneRepresentationCoroutine() { // Load the scene representation. yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMPerViewMeshesFS.LoadProcessedFocalSurfacesCoroutine())); // Store information on the focal surfaces created by the scene representation. _helperFocalSurfaces.StoreInformationOnFocalSurfaces(cameraSetup.cameraModels, PMPerViewMeshesFS.meshTransforms); }
/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> public IEnumerator LoadSceneRepresentationCoroutine() { yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMGlobalTextureMap.LoadProcessedTextureMapsCoroutine())); yield return(StartCoroutine(PMGlobalMeshEF.LoadProcessedGlobalMeshCoroutine())); yield return(StartCoroutine(PMDepthTextureArray.LoadDepthTextureArrayCoroutine())); numberOfSourceCameras = PMColorTextureArray.colorData.depth; }
/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> private IEnumerator LoadSceneRepresentationCoroutine() { yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMPerViewMeshesQSTR.LoadProcessedPerViewMeshesCoroutine())); }