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C# and unity #2591

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wants to merge 69 commits into from
Closed

C# and unity #2591

wants to merge 69 commits into from

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matkatz
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@matkatz matkatz commented Oct 24, 2018

(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.

freemanlo and others added 30 commits July 8, 2018 14:37
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
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
…ic_dlls

unity - copy specific dlls from the build folder to the unity folder
dorodnic and others added 28 commits October 11, 2018 03:50
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
* 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>
@matkatz matkatz closed this Oct 24, 2018
@matkatz matkatz deleted the c#_and_unity branch December 23, 2018 07:53
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