/// <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);
        }
Example #2
0
        /// <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);
        }
Example #3
0
        /// <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;
        }
Example #4
0
        /// <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()));
        }