/// <summary>
        /// Get a body index texture that can hold several kinects at once
        /// </summary>
        /// <param name="kinectCount">Kinect count</param>
        /// <returns>Texture descriptor</returns>
        public static Texture2DDescription BodyIndexTexture(int kinectCount)
        {
            if (kinectCount < 1)
            {
                throw new ArgumentOutOfRangeException("kinectCount", "Must be at least one");
            }

            return(DescriptorUtils.GetRenderTargetTextureArray(new TextureSize(Consts.DepthWidth, Consts.DepthHeight), SharpDX.DXGI.Format.R8_Typeless, kinectCount));
        }
示例#2
0
 /// <summary>
 /// Get a buffer description for a single kinect, number of elements = number of pixels in depth frame
 /// </summary>
 /// <param name="stride">Element stride, in bytes</param>
 /// <returns></returns>
 public static BufferDescription Buffer(int stride)
 {
     return(DescriptorUtils.WriteableStructuredBuffer(new BufferElementCount(Consts.DepthPixelCount), new BufferStride(stride)));
 }
示例#3
0
 /// <summary>
 /// Get a buffer description for a single kinect, number of elements = number of pixels in depth frame
 /// </summary>
 /// <param name="stride">Element stride, in bytes</param>
 /// <returns></returns>
 public static BufferDescription DynamicBuffer(BufferStride stride)
 {
     return(DescriptorUtils.DynamicStructuredBuffer(MaxBodyJoints, stride));
 }
 /// <summary>
 /// Get face indices structured buffer immutable description
 /// </summary>
 /// <param name="faceCount">Face count</param>
 /// <returns>Description for face structured buffer</returns>
 public static BufferDescription ImmutableIndexStructuredBuffer(int faceCount)
 {
     return(DescriptorUtils.ImmutableStructuredBuffer(new BufferElementCount((int)Microsoft.Kinect.Face.FaceModel.TriangleCount * 3 * faceCount), BufferStride.From <uint>()));
 }
 /// <summary>
 /// Get face indices index buffer immutable description
 /// </summary>
 /// <param name="faceCount">Face count</param>
 /// <returns>Description to create index buffer</returns>
 public static BufferDescription ImmutableIndexBuffer(int faceCount)
 {
     return(DescriptorUtils.ImmutableIndexBufferUint(new BufferElementCount((int)Microsoft.Kinect.Face.FaceModel.TriangleCount * 3 * faceCount)));
 }