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C# and unity #2591
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C# and unity #2591
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With below changes to have the correct patch and configuration files kernel_branch="master" sudo cp /lib/modules/$(uname -r)/build/.config . sudo cp /lib/modules/$(uname -r)/build/Module.symvers .
Fixing external project modifications
External libusb
add Odroid XU4 4.14 kernel patch
Remove unecessary prints Postpone frame drops unit-tests for later review and refactoring Fix win-uvc log2 conversion Change-Id: I5abc228394a14d33b77cca389558432a74e8fe64
…realengine4 first commit of the UnrealEngine4 wrapper by the Palo Alto Group
…enni2 first commit of the OpenNI2 wrapper by the Palo Alto Group
Add DFU device to INF
…ic_dlls unity - copy specific dlls from the build folder to the unity folder
Adding faces to exported PLY files
Python wrapper tweaks
change message about frames coming in stop mode to INFO
…ation pointcloud - fix empty uv map on first frame by process other frame first pointcloud - cache frames instead profiles processing blocks - fix empty uv map when disparity enabled by swop disparity and depth frames processing blocks - avoid incrementing unique ids
…_issues Fix processing blocks issues
* Object pooling for frames and profiles * Fixed a bug where PlaybackDevice disposed the underlying device * Removed custom FrameSet marshaler * Add ICompositeDisposable interface to FrameReleaser and FrameSet * Processing blocks callbacks are marshalled through native user-data pointers, avoiding closure allocation * Added missing Format.Disparity32 * Added Option interfaces (IOption, IOptions, IOptionsContainer) * Added IEnumerable<Frame> to Pipeline
* Downgrade project version to 2017.4 LTS * VideoFrame to Texture2D uses FrameQueue and uploads data straight to GPU * Fixed stream configuration being reset when recording * Multi device support (via RsFrameProvider) * Processing blocks are now asset based, their options are persistent and they have a dedicated inspector UI.
Handle offset on UI when graphics driver is not updated
…ect_options viewer - avoid display stream select options
RGB sensor auto-exposure region of interest
each device will use his own syncer instead of one syncer to all cameras
and its return value from rs2::frameset to std::vector<rs2::frameset>
Fixed bugs: DSO-9680, DSO-10411
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(copied from #2559)
C#
Object pooling for frames and profiles
Fixed a bug where PlaybackDevice disposed the underlying device
Removed custom FrameSet marshaler
Add ICompositeDisposable interface to FrameReleaser and FrameSet
Processing blocks callbacks are marshalled through native user-data pointers, avoiding closure allocation
Added missing Format.Disparity32
Added Option interfaces (IOption, IOptions, IOptionsContainer)
Added IEnumerable to Pipeline
UNITY
Downgrade project version to 2017.4 LTS
VideoFrame to Texture2D uses FrameQueue and uploads data straight to GPU
Fixed stream configuration being reset when recording
Multi device support (via RsFrameProvider)
Processing blocks are now asset based, their options are persistent and they have a dedicated inspector UI.