// Update is called once per frame void FixedUpdate() { if (secondCounter >= 0.3f && probe != null) { Graphics.Blit(null, cameraImage, m_ARCameraBackground.material); //float dist = Vector3.Distance(probe.transform.position, sampleCamera.transform.position); ////mGLEAM.probeSampleSize = (int)(Map(dist, 0.7f, 0.06f, 128f, Screen.width * 1f)); //mGLEAM.probeSampleSize = 500; mGLEAM.GLEAM_Update(sampleCamera, cameraImage); //mGLEAM.UpdateDebugDisplay("Distance: " + Vector3.Distance(probe.transform.position, sampleCamera.transform.position)); secondCounter = 0.0f; } else if (probe == null) { origin = GameObject.FindWithTag("Origin"); if (origin != null) { probe = Instantiate(probePrefab); probe.transform.parent = origin.transform; probe.transform.localPosition = probeOffset; mGLEAM = probe.GetComponent <GLEAMBehaviour>(); mGLEAM.sampleViewer = sampleViewer; mGLEAM.debugDisplay = debugDisplay; mGLEAM.probe = probe; mGLEAM.probeSampleSize = probeSampleSize; mGLEAM.imageFaceNegX = imageFaceNegX; mGLEAM.imageFaceNegY = imageFaceNegY; mGLEAM.imageFaceNegZ = imageFaceNegZ; mGLEAM.imageFacePosX = imageFacePosX; mGLEAM.imageFacePosY = imageFacePosY; mGLEAM.imageFacePosZ = imageFacePosZ; mGLEAM.probeOffset = probeOffset; mGLEAM.skyMaterial = skyMaterial; mGLEAM.debug = debug; mGLEAM.intensity = intensity; mGLEAM.debugViewer = debugViewer; mGLEAM.THREADING = THREADING; mGLEAM.Init(); } } secondCounter += Time.deltaTime; }