/// <summary> /// Process analysis result, downscaling and post-processing it, preparing the texture to be written to the grid /// </summary> /// <param name="analysisResult">Analysis result texture</param> /// <returns></returns> private Texture2D ProcessAnalysisResult(Texture2D analysisResult) { //Downscale the analysis result TextureScale.Point(analysisResult, 64, 64); //string folder = @"D:\GitRepo\PublicParts\PP_AI_Studies\temp_en\helpers\"; //ImageReadWrite.SaveImage2Path(analysisResult, folder + "p2pdownscaledOutput"); //Create new texture with the same size as the original grid Texture2D resultGridTexture = new Texture2D(Size.x, Size.z); //Write result to texture for (int i = 0; i < resultGridTexture.width; i++) { for (int j = 0; j < resultGridTexture.height; j++) { int x = i; int y = analysisResult.height - resultGridTexture.height + j; resultGridTexture.SetPixel(i, j, analysisResult.GetPixel(x, y)); } } resultGridTexture.Apply(); //ImageReadWrite.SaveImage2Path(resultGridTexture, folder + "p2pcroppedOutput"); //Return post-processed texture return(PP_ImageProcessing.PostProcessImageFromTexture(resultGridTexture)); }
/// <summary> /// Process analysis result, downscaling and post-processing it, preparing the texture to be written to the grid /// </summary> /// <param name="analysisResult">Analysis result texture</param> /// <returns></returns> private Texture2D ProcessAnalysisResult(Texture2D analysisResult) { //Downscale the analysis result TextureScale.Point(analysisResult, 64, 64); //Create new texture with the same size as the original grid Texture2D resultGridTexture = new Texture2D(_gridSize.x, _gridSize.z); //Write result to texture for (int i = 0; i < resultGridTexture.width; i++) { for (int j = 0; j < resultGridTexture.height; j++) { int x = i; int y = analysisResult.height - resultGridTexture.height + j + 1; resultGridTexture.SetPixel(i, j, analysisResult.GetPixel(x, y)); } } resultGridTexture.Apply(); //Return post-processed texture return(PP_ImageProcessing.PostProcessImageFromTexture(resultGridTexture)); }