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WideAngleCamera cube map texture pixel format should be customizable #2928
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Intending to target this at gazebo9 and gazebo11 |
the proposed approach should work. One thing to note is that with Other options include:
|
I'll try this and see if I can quantify the memory impacts |
I tried this earlier today with a pair of wide-angle cameras with 2048x2048 resolution with a target update rate of 30 Hz. When using the same intermediate pixel format, I was able to reach 30 frames per second easily, but when using This will need to be configurable. |
I'll try adding an API for plugins as well as a custom namespaced element like |
I've created a branch that sets the texture format based on the custom element In terms of adding an API for setting the texture format programmatically, is it possible to change the texture after the camera has been initialized? This seems a bit more complicated to me |
The
rendering::WideAngleCamera::CreateEnvRenderTexture
function creates anenvCubeMapTexture
using the same pixel format as the output image. For advanced users who write their own shaders, it can be necessary to use a floating point pixel format for the cube map texture even if the output image uses integers, for example to avoid integer overflow. I think it would be convenient to specify this in SDFormat as aenv_texture_format
parameter that is a sibling to the //camera/lens/env_texture_size element.The text was updated successfully, but these errors were encountered: