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Tango: Optimized memory for created meshes (keeping dense clouds instead of organized clouds)
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@@ -44,13 +44,16 @@ class PointCloudDrawable {
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PointCloudDrawable(
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GLuint cloudShaderProgram,
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GLuint textureShaderProgram,
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const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
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const std::vector<pcl::Vertices> & polygons = std::vector<pcl::Vertices>(),
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const cv::Mat & image = cv::Mat());
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const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud);
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PointCloudDrawable(
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GLuint cloudShaderProgram,
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GLuint textureShaderProgram,
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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 updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud, const cv::Mat & image = cv::Mat());
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void updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud);
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void updateMesh(const Mesh & mesh);
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void setPose(const rtabmap::Transform & pose);
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void setVisible(bool visible) {visible_=visible;}
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rtabmap::Transform getPose() const {return glmToTransform(pose_);}
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