kinect-viewer / KVRenderer.m

Author Commit Message Labels Comments Date
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
Removed the last vestiges of CPU-side normal computation.
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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
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
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
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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Cliff Biffle avatarCliff Biffle
Renamed KVRayFieldSpaceModel -> KVRenderer, now that it's looking like I won't have multiple implementations any time soon.
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