GetCameraTextureLeft() public method

public GetCameraTextureLeft ( ) : Texture2D
return UnityEngine.Texture2D
    // Update is called once per frame
    void Update()
    {
        Texture2D leftimage = ovrObj.GetCameraTextureLeft();

        this.GetComponent <Renderer>().material.mainTexture = leftimage;

        //Debug.Log(leftimage.GetPixel(100, 100).ToString()); //Debug
    }
Esempio n. 2
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    void Update()
    {
        //ensure correct fps
        float deltaSample = 1.0f / _Fps;

        mLastSample += Time.deltaTime;
        if (mLastSample >= deltaSample)
        {
            mLastSample -= deltaSample;

//                //backup the current configuration to restore it later
//                var oldTargetTexture = _Camera.targetTexture;
//                var oldActiveTexture = RenderTexture.active;
//
//                //Set the buffer as target and render the view of the camera into it
//                _Camera.targetTexture = mRtBuffer;
//                _Camera.Render();
//
//
//                RenderTexture.active = mRtBuffer;
//                mTexture.ReadPixels(new Rect(0, 0, mRtBuffer.width, mRtBuffer.height), 0, 0, false);
//                mTexture.Apply();

            //get the byte array. still looking for a way to reuse the current buffer
            //instead of allocating a new one all the time

            if (IsRightCamera)
            {
                mTexture = ovrObj.GetCameraTextureRight();
            }
            else
            {
                mTexture = ovrObj.GetCameraTextureLeft();
            }

            mByteBuffer = mTexture.GetRawTextureData();


            //update the internal WebRTC device
            //Debug.Log(mTexture.format);
            //Debug.Log(
            mVideoInput.UpdateFrame(mUsedDeviceName, mByteBuffer, mTexture.width, mTexture.height, WebRtcCSharp.VideoType.kBGRA, 0, true);
            //);



            //reset the camera/active render texture  in case it is still used for other purposes
//                _Camera.targetTexture = oldTargetTexture;
//                RenderTexture.active = oldActiveTexture;

            //update debug output if available
            if (_DebugTarget != null)
            {
                _DebugTarget.texture = mTexture;
            }
        }
    }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     ovrObj = GameObject.Find("OvrvisionProCamera").GetComponent <Ovrvision>();
     this.GetComponent <Renderer>().material.mainTexture = ovrObj.GetCameraTextureLeft();
 }
Esempio n. 4
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 // Update is called once per frame
 void Update()
 {
     this.GetComponent <Renderer>().material.mainTexture = ovrObj.GetCameraTextureLeft();
 }
Esempio n. 5
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 // Use this for initialization
 void Start()
 {
     ovrObj = GameObject.Find("OvrvisionProCamera").GetComponent<Ovrvision>();
     this.GetComponent<Renderer>().material.mainTexture = ovrObj.GetCameraTextureLeft();
 }