private void Recoginze(Texture2D outputTexture) { _texture = outputTexture; ClearTextDisplay(); AddToTextDisplay(_tesseractDriver.CheckTessVersion()); _tesseractDriver.Setup(OnSetupCompleteRecognize); }
private void Recoginze(Texture2D outputTexture) { ClearTextDisplay(); AddToTextDisplay(_tesseractDriver.CheckTessVersion()); _tesseractDriver.Setup(); AddToTextDisplay(_tesseractDriver.Recognize(outputTexture)); AddToTextDisplay(_tesseractDriver.GetErrorMessage(), true); }
private void Awake() { _output.gameObject.SetActive(false); _cameraButton.onClick.AddListener(OnCameraButtonPressed); _backButton.onClick.AddListener(OnBackButtonPressed); SetControlsState(ControlsState.Processing); _tesseractDriver = new TesseractDriver(); _tesseractDriver.Setup(() => { SetControlsState(ControlsState.Capture); }); }
private void Recoginze(Texture2D outputTexture) { // Clear out the text ClearTextDisplay(); // Add the Tesseract Version to the text to the Display AddToTextDisplay(_tesseractDriver.CheckTessVersion()); // Start up the Tesseract Driver _tesseractDriver.Setup(); // Add the Recognized Text to the Display AddToTextDisplay(_tesseractDriver.Recognize(outputTexture)); // Add any error messages To the Display AddToTextDisplay(_tesseractDriver.GetErrorMessage(), true); }
private void Recognize(Texture2D outputTexture) { Debug.Log("Contrasting"); Debug.Log("Trying to recognize now, in recognize function"); // Clear out the text ClearTextDisplay(); // Add the Tesseract Version to the text to the Display Debug.Log(_tesseractDriver.CheckTessVersion()); // Start up the Tesseract Driver _tesseractDriver.Setup(); ApplyContrast(outputTexture); // Add the Recognized Text to the Display // Add any error messages To the Display // Debug.LogError(_tesseractDriver.GetErrorMessage()); }