Commits

Author Commit Message Labels Comments Date
Cliff Biffle avatarCliff Biffle
KVRenderer's point field now gets loaded into a static VBO once, rather than at every frame. On my machine, this takes the GL draw operation from ~3ms to ~700us.
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Cliff Biffle avatarCliff Biffle
KVRenderer now defines an option for controlling texturing.
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Cliff Biffle avatarCliff Biffle
Only bother uploading the camera color image if we're actually using it to texture anything. Slight performance win when viewing raw depth data (which is all the time right now, since texturing is broken).
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Cliff Biffle avatarCliff Biffle
Rearranged GL init code in KVRenderer.
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Cliff Biffle avatarCliff Biffle
Surface readings are now drawn as point sprites, scaled with both distance from the Kinect and distance from the eyepoint. (Scaling is slightly wrong, in that it doesn't consider true viewport size.)
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Cliff Biffle avatarCliff Biffle
Refactored GL initialization, which has been kind of screwed up. The Renderer is now in charge of all of its vertex-shader mumbo-jumbo.
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Cliff Biffle avatarCliff Biffle
Renamed and recommented the data structure holding the renderer's two-dimensional point field, which used to have something to do with raycasting, but totally doesn't now.
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Cliff Biffle avatarCliff Biffle
Cleaned up an old residual glNormal3f call.
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Cliff Biffle avatarCliff Biffle
KVRenderer no longer sends useless Z components to the GPU, reducing the size of the transfer by 33%. Actual render times decrease by roughly the same amount.
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Cliff Biffle avatarCliff Biffle
Renamed some variables in the vertex shader: I had mis-named the values that result when we drop out of homogeneous space.
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Cliff Biffle avatarCliff Biffle
Moved lighting into the fragment shaders...not that it makes a whole lot of difference at the moment, since I don't believe normals are actually being interpolated.
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Cliff Biffle avatarCliff Biffle
Removed the last vestiges of CPU-side normal computation.
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Cliff Biffle avatarCliff Biffle
Vertex shader now computes normals, which makes things much prettier.
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Cliff Biffle avatarCliff Biffle
Fixed a loss-of-precision warning in KVRenderer.
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Cliff Biffle avatarCliff Biffle
Un-projection is now a single matrix multiply on the GPU. Having re-learned matrix math, which I hadn't used since high school, I was able to rearrange all the linearization and projection calculations so that I could describe the process as a single multiply in homogeneous space. Unfortunately, this disables normal calculation for now -- and thus lighting. Will fix all this shortly.
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Cliff Biffle avatarCliff Biffle
Removed variable point-size rendering (because it's wrong and I'm going to redo it) and color texturing (same reason).
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Cliff Biffle avatarCliff Biffle
Fixed a bug in my raycasting. I was assuming a fixed angle change between adjacent rays, which is of course false -- rays toward the edge of the image will be nearer to the previous ray's angle. The net effect: the edges of the XY plane were being computed incorrectly. Usefully, doing things the right way eliminates some transcendentals and may be more efficient if I refactor things a bit.
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Cliff Biffle avatarCliff Biffle
The vertex and fragment shaders didn't really need to be recorded in instance variables.
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Cliff Biffle avatarCliff Biffle
CmdT can now toggle texturing again.
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Cliff Biffle avatarCliff Biffle
Camera RGB image is now bound to texure unit 1.
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Cliff Biffle avatarCliff Biffle
Added an (unused) binding for a color texture on unit 1.
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Cliff Biffle avatarCliff Biffle
Renamed the depth texture in the vertex shader, and explicitly bound it to texture unit 0. This further illustrates the poor factoring of the current code.
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Cliff Biffle avatarCliff Biffle
Reworked point scaling to give better continuity in the distance, where samples are sparse.
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Cliff Biffle avatarCliff Biffle
Point size is now scaled with distance.
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Cliff Biffle avatarCliff Biffle
Rearranged the shader copy build stage.
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Cliff Biffle avatarCliff Biffle
We no longer update the Z component of the renderer's ray field, relying exclusively on the depth texture.
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Cliff Biffle avatarCliff Biffle
Fixed normal projection to use the depth texture. The vertex shader worked fine with this bug, but only because we were passing it all the depths twice.
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Cliff Biffle avatarCliff Biffle
Removed the old color-texture transform code in preparation for doing it the Right Way(tm).
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Cliff Biffle avatarCliff Biffle
Removed triangulated and mesh rendering, in the interest of merely being a Kinect *viewer* and not inferring data where there isn't any.
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Cliff Biffle avatarCliff Biffle
Removed the unused linearizationTable -- the shader doesn't need it. Might be worth building a 1D linearization texture later though.
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