// Use this for initialization void Start() { nextUpdateTime = Time.time + interval; // init stuff YRes = ZigInput.Depth.yres; XRes = ZigInput.Depth.xres; factorX = (int)(XRes / DesiredResolution.x); factorY = (int)(YRes / DesiredResolution.y); // depthmap data rawDepthMap = new short[(int)(XRes * YRes)]; // the actual mesh we'll use curMesh = new Mesh(); meshFilter = (MeshFilter)GetComponent(typeof(MeshFilter)); meshFilter.mesh = curMesh; int YScaled = YRes / factorY; int XScaled = XRes / factorX; verts = new Vector3[XScaled * YScaled]; uvs = new Vector2[verts.Length]; tris = new int[(XScaled - 1) * (YScaled - 1) * 2 * 3]; pts = new Point3D[XScaled * YScaled]; CalculateTriangleIndices(YScaled, XScaled); CalculateUVs(YScaled, XScaled); // Gaussian blur meshBlur = new MeshBlur(); meshBlur.myFilter = new int[, ] { { 1, 2, 1 }, { 2, 4, 2 }, { 1, 2, 1 } }; // Mesh lerp meshLerp = new MeshLerp(XScaled, YScaled); }
// Use this for initialization void Start() { nextUpdateTime = Time.time + interval; // init stuff YRes = ZigInput.Depth.yres; XRes = ZigInput.Depth.xres; factorX = (int)(XRes / DesiredResolution.x); factorY = (int)(YRes / DesiredResolution.y); // depthmap data rawDepthMap = new short[(int)(XRes * YRes)]; // the actual mesh we'll use curMesh = new Mesh(); meshFilter = (MeshFilter)GetComponent(typeof(MeshFilter)); meshFilter.mesh = curMesh; int YScaled = YRes / factorY; int XScaled = XRes / factorX; verts = new Vector3[XScaled * YScaled]; uvs = new Vector2[verts.Length]; tris = new int[(XScaled - 1) * (YScaled - 1) * 2 * 3]; pts = new Point3D[XScaled * YScaled]; CalculateTriangleIndices(YScaled, XScaled); CalculateUVs(YScaled, XScaled); // Gaussian blur meshBlur = new MeshBlur(); meshBlur.myFilter = new int[,] {{1, 2, 1}, {2, 4, 2}, {1, 2, 1}}; // Mesh lerp meshLerp = new MeshLerp(XScaled, YScaled); }