fix depth cropped issue (properly)
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2c8d9789de
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2 changed files with 4 additions and 1 deletions
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@ -12,6 +12,7 @@ uniform sampler2D uDepthTex; // Sampler for the depth space data
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uniform sampler2D uWorldTex; // Transformation from kinect depth/color space to kinect world space
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uniform ivec2 uFrameSize;
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uniform ivec2 uDepthFrameSize;
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uniform vec2 u_resolution;
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@ -21,7 +22,7 @@ flat out int vValid;
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void main()
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{
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vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x)/vec2(512,424);
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vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x) / uDepthFrameSize;
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float depth = texture2D(uDepthTex, vTexCoord).x;
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vec4 ray = texture2D(uWorldTex, vTexCoord);
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@ -84,6 +84,7 @@ void ofApp::draw()
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shader.setUniformTexture("uWorldTex", kinectDevice.getColorToWorldTex(), 2);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorTex(), 3);
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shader.setUniform2i("uFrameSize", kinectDevice.getColorTex().getWidth(), kinectDevice.getColorTex().getHeight());
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shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthInColorTex().getWidth(), kinectDevice.getDepthInColorTex().getHeight());
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numPoints = kinectDevice.getColorTex().getWidth() * kinectDevice.getColorTex().getHeight();
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}
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@ -93,6 +94,7 @@ void ofApp::draw()
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shader.setUniformTexture("uWorldTex", kinectDevice.getDepthToWorldTex(), 2);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3);
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shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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numPoints = kinectDevice.getDepthTex().getWidth() * kinectDevice.getDepthTex().getHeight();
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}
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