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Tango: Added Level of detail rendering depending on the distance from the camera
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@@ -53,7 +53,7 @@ class PointCloudDrawable {
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const Mesh & mesh);
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virtual ~PointCloudDrawable();
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void updatePolygons(const std::vector<pcl::Vertices> & polygons);
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void updatePolygons(const std::vector<pcl::Vertices> & polygons, const std::vector<pcl::Vertices> & polygonsLowRes = std::vector<pcl::Vertices>());
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void updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud, const pcl::IndicesPtr & indices, float gain);
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void updateMesh(const Mesh & mesh);
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void setPose(const rtabmap::Transform & pose);
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@@ -75,13 +75,17 @@ class PointCloudDrawable {
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bool meshRendering = true,
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float pointSize = 3.0f,
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bool textureRendering = false,
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bool lighting = true);
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bool lighting = true,
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float distanceToCamSqr = 0.0f);
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private:
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// Vertex buffer of the point cloud geometry.
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GLuint vertex_buffers_;
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GLuint textures_;
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std::vector<GLuint> polygons_;
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std::vector<GLuint> polygonsLowRes_;
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std::vector<GLuint> verticesLowRes_;
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std::vector<GLuint> verticesLowLowRes_;
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int nPoints_;
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glm::mat4 pose_;
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bool visible_;
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