Esempio n. 1
0
 /// <summary>
 /// Use this for initialization.
 /// Init all the data for depth texture construct
 /// </summary>
 private void Start()
 {
     camera.depthTextureMode = DepthTextureMode.Depth;
     m_tex          = new Texture2D(m_DepthBufferWidth, m_DepthBufferHeight);
     m_colorArr     = new Color[m_DepthBufferWidth * m_DepthBufferHeight];
     m_zmeter       = new float[m_DepthBufferWidth * m_DepthBufferHeight];
     m_depthArr_int = new int[m_DepthBufferWidth * m_DepthBufferHeight];
     m_tangoCam     = m_camObj.GetComponent <Tango.Synchronizer>() as Tango.Synchronizer;
     for (int i = 0; i < m_DepthBufferWidth * m_DepthBufferHeight; i++)
     {
         m_colorArr[i] = Color.blue;
     }
 }
Esempio n. 2
0
 // Update is called once per frame
 void Update()
 {
     if (Time.captureFramerate < timeout)
     {
         if (result == false)
         {
             Tango.Synchronizer depthImageAccessor = depthImageSource.GetComponent <Tango.Synchronizer>();
             int []             depthImageBuffer   = new int[depthImageAccessor.getDepthBufferSize()];
             double             timestamp          = 0;
             result = depthImageAccessor.getDepthBuffer(ref depthImageBuffer, ref timestamp);
             if (result)
             {
                 Debug.Log("Depth buffer is available. Reported timestamp:" + timestamp);
             }
         }
     }
 }