void Replay_ColorFrameReady(object sender, ReplayColorImageFrameReadyEventArgs args) { // Sometimes we get a null frame back if no data is ready if (args.ColorImageFrame == null) { return; } // Reallocate values if necessary if (this.colorData == null || this.colorData.Length != args.ColorImageFrame.PixelDataLength) { this.colorData = new byte[args.ColorImageFrame.PixelDataLength]; this.colorTexture = new Texture2D( this.Game.GraphicsDevice, args.ColorImageFrame.Width, args.ColorImageFrame.Height, false, SurfaceFormat.Color); this.backBuffer = new RenderTarget2D( this.Game.GraphicsDevice, args.ColorImageFrame.Width, args.ColorImageFrame.Height, false, SurfaceFormat.Color, DepthFormat.None, this.Game.GraphicsDevice.PresentationParameters.MultiSampleCount, RenderTargetUsage.PreserveContents); } args.ColorImageFrame.CopyPixelDataTo(this.colorData); this.needToRedrawBackBuffer = true; }
void replay_ColorImageFrameReady(object sender, ReplayColorImageFrameReadyEventArgs e) { if (displayDepth) return; colorManager.Update(e.ColorImageFrame); }
/// <summary> /// On replay color image frame event. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void ReplayColorImageFrameReady(object sender, ReplayColorImageFrameReadyEventArgs e) { ReplayColorImageFrame replayColorImageFrame = e.ColorImageFrame; if (replayColorImageFrame == null) { return; } this.ColorStreamManager.Update(replayColorImageFrame); }