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kinect-viewer / main.vs

Author Commit Message Labels Comments Date
Cliff Biffle
Vertex shader now computes normals, which makes things much prettier.
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shaders
Cliff 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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shaders
Cliff 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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shaders
Cliff Biffle
CmdT can now toggle texturing again.
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shaders
Cliff Biffle
Added an (unused) binding for a color texture on unit 1.
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shaders
Cliff 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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shaders
Cliff Biffle
Reworked point scaling to give better continuity in the distance, where samples are sparse.
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shaders
Cliff Biffle
Point size is now scaled with distance.
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shaders
Cliff 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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shaders
Cliff Biffle
The Kinect's depth field is now passed to the GPU as a texture, used by the vertex shader to reconstruct geometry. It's also being passed as vertices. One step at a time....
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shaders
Cliff Biffle
Split the vertex shader up into multiple files.
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shaders