public KinectColorImageTexture(KinectDevice device)
		{
			m_Device = device;

			m_Image = new ImageBox(null);
			m_Image.FlipHorizontal = true;			
		}
		public KinectDepthImageTexture(KinectDevice device, KinectDepthImageType type)
		{
			m_Device = device;
			m_ImageType = type;

			m_Image = new ImageBox(null);	
		}
		public KinectFieldImageTexture(DS.Simulation.CompositeFieldImage.KinectFieldImage source, Color color, KinectFieldImageType type)
		{
			m_Source = source;
			m_Color = color; 
			m_ImageType = type;

			m_Image = new ImageBox(null);

			m_Image.OverlayType = RugTech1.Framework.Effects.ImposterOverlayType.Alpha; 
		}
Exemple #4
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		//private float m_HeightScale = 1.4f; 

		// private int m
		public SimulationScene()
		{
            m_Particles = new ParticleRender2(RugTech1.Helper.ResolvePath("~/Assets/particle2.png"), ArtworkStaticObjects.Ensemble.MaxNumberOfParticles);
			m_Particles.ColorScale = 1f;
			m_Particles.ParticleScale = 0.01f;
			m_Particles.MinDistance = 0;
			m_Particles.MaxDistance = 1000;
			m_Points = new StarInstanceVertex[m_Particles.MaxCount]; 
			m_Composite = new CompositeFieldImageCS();
			m_WarpGrid = new WarpGrid();
			m_WarpGrid.FeedbackLevel = 0.99f;

			m_FeedbackImposters[0] = new Imposter(GameConfiguration.WindowWidth, GameConfiguration.WindowHeight, Format.R16G16B16A16_Float, new Color4(0f, 0f, 0f, 0f), ImposterOverlayType.Add);
			m_FeedbackImposters[1] = new Imposter(GameConfiguration.WindowWidth, GameConfiguration.WindowHeight, Format.R16G16B16A16_Float, new Color4(0f, 0f, 0f, 0f), ImposterOverlayType.Add);

			m_FeedbackScene = new FeedbackScene();
			m_FeedbackScene.Grid = m_WarpGrid;
			m_FeedbackScene.Particles = m_Particles;
			m_FeedbackScene.Composite = m_Composite;

			m_RenderContext = new RenderContext(ArtworkStaticObjects.CompositeFieldImage.Width, ArtworkStaticObjects.CompositeFieldImage.Height);

			m_TargetBox = new ImageBox(null);
		}