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fixed depth in output

Alexander Hendrich 11 yıl önce
ebeveyn
işleme
b899a8b555
1 değiştirilmiş dosya ile 3 ekleme ve 7 silme
  1. 3 7
      bbiwarg/Graphics/OutputWindow.cs

+ 3 - 7
bbiwarg/Graphics/OutputWindow.cs

@@ -67,17 +67,13 @@ namespace bbiwarg.Graphics
             Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY);
             GL.MatrixMode(MatrixMode.Modelview);
             GL.LoadMatrix(ref modelview);
-            Stopwatch sw = new Stopwatch();
-            sw.Start();
-
+            
             videoHandle.nextFrame();
 
-            sw.Stop();
-            Console.WriteLine(sw.ElapsedMilliseconds);
             //draw textures
             DepthImage depthImage = videoHandle.getDepthImage();
-            Int16 minDepth = 0;// depthImage.getMinDepth();
-            Int16 maxDepth = 400;// depthImage.getMaxDerivative();
+            Int16 minDepth = depthImage.getMinDepth();
+            Int16 maxDepth = depthImage.getMaxDepth();
             Int64 minMaxInterval = (Int16) Math.Max(maxDepth - minDepth, 1);
             Int16[] depthTextureData = new Int16[3 * depthImage.getWidth() * depthImage.getHeight()];
             Int16[] edgeTextureData = new Int16[3 * depthImage.getWidth() * depthImage.getHeight()];