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https://github.com/introlab/rtabmap.git
synced 2026-09-02 01:20:25 +08:00
android: fixed z-fighting on some android devices
This commit is contained in:
@@ -57,7 +57,7 @@ enum PointCloudShaders
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// PointCloud shaders
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const std::string kPointCloudVertexShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"attribute vec3 aVertex;\n"
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"attribute vec3 aColor;\n"
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@@ -75,7 +75,7 @@ const std::string kPointCloudVertexShader =
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" vColor = aColor;\n"
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"}\n";
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const std::string kPointCloudLightingVertexShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"attribute vec3 aVertex;\n"
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"attribute vec3 aNormal;\n"
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@@ -100,7 +100,7 @@ const std::string kPointCloudLightingVertexShader =
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"}\n";
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const std::string kPointCloudFragmentShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"uniform float uGainR;\n"
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"uniform float uGainG;\n"
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@@ -127,7 +127,8 @@ const std::string kPointCloudBlendingFragmentShader =
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" vec4 textureColor = vec4(vColor.z, vColor.y, vColor.x, 1.0);\n"
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" float alpha = 1.0;\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" float depth = texture2D(uDepthTexture, coord).r;\n"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
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" float num = (2.0 * uNearZ * uFarZ);\n"
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" float diff = (uFarZ - uNearZ);\n"
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" float add = (uFarZ + uNearZ);\n"
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@@ -141,7 +142,7 @@ const std::string kPointCloudBlendingFragmentShader =
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"}\n";
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const std::string kPointCloudDepthPackingVertexShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"attribute vec3 aVertex;\n"
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"uniform mat4 uMVP;\n"
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@@ -154,15 +155,15 @@ const std::string kPointCloudDepthPackingFragmentShader =
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"precision highp float;\n"
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"precision mediump int;\n"
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"void main() {\n"
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" float toFixed = 255.0/256.0;\n"
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" vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * toFixed * gl_FragCoord.z;\n"
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" vec4 enc = vec4(1.,255.,65025.,16581375.) * gl_FragCoord.z;\n"
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" enc = fract(enc);\n"
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" enc -= enc.yzww * vec2(1./255., 0.).xxxy;\n"
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" gl_FragColor = enc;\n"
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"}\n";
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// Texture shaders
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const std::string kTextureMeshVertexShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"attribute vec3 aVertex;\n"
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"attribute vec2 aTexCoord;\n"
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@@ -185,7 +186,7 @@ const std::string kTextureMeshVertexShader =
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" vLightWeighting = 1.0;\n"
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"}\n";
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const std::string kTextureMeshLightingVertexShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"attribute vec3 aVertex;\n"
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"attribute vec3 aNormal;\n"
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@@ -214,7 +215,7 @@ const std::string kTextureMeshLightingVertexShader =
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" vLightWeighting=0.5;\n"
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"}\n";
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const std::string kTextureMeshFragmentShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"uniform sampler2D uTexture;\n"
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"uniform float uGainR;\n"
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@@ -245,7 +246,8 @@ const std::string kTextureMeshBlendingFragmentShader =
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" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
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" float alpha = 1.0;\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" float depth = texture2D(uDepthTexture, coord).r;\n"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
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" float num = (2.0 * uNearZ * uFarZ);\n"
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" float diff = (uFarZ - uNearZ);\n"
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" float add = (uFarZ + uNearZ);\n"
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@@ -97,6 +97,7 @@ Scene::Scene() :
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g_(0.0f),
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b_(0.0f),
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fboId_(0),
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rboId_(0),
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depthTexture_(0),
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screenWidth_(0),
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screenHeight_(0),
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@@ -176,6 +177,8 @@ void Scene::DeleteResources() {
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{
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glDeleteFramebuffers(1, &fboId_);
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fboId_ = 0;
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glDeleteRenderbuffers(1, &rboId_);
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rboId_ = 0;
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glDeleteTextures(1, &depthTexture_);
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depthTexture_ = 0;
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}
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@@ -220,16 +223,23 @@ void Scene::SetupViewPort(int w, int h) {
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UASSERT(gesture_camera_ != 0);
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gesture_camera_->SetWindowSize(static_cast<float>(w), static_cast<float>(h));
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glViewport(0, 0, w, h);
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if(screenWidth_ != w || fboId_ == 0)
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if(screenWidth_ != w || screenHeight_ != h || fboId_ == 0)
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{
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if(fboId_>0)
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{
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glDeleteFramebuffers(1, &fboId_);
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fboId_ = 0;
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glDeleteRenderbuffers(1, &rboId_);
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rboId_ = 0;
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glDeleteTextures(1, &depthTexture_);
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depthTexture_ = 0;
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}
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// regenerate fbo texture
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// create a framebuffer object, you need to delete them when program exits.
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glGenFramebuffers(1, &fboId_);
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glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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// Create depth texture
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glGenTextures(1, &depthTexture_);
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glBindTexture(GL_TEXTURE_2D, depthTexture_);
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@@ -237,16 +247,17 @@ void Scene::SetupViewPort(int w, int h) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// regenerate fbo texture
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// create a framebuffer object, you need to delete them when program exits.
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glGenFramebuffers(1, &fboId_);
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glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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glGenRenderbuffers(1, &rboId_);
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glBindRenderbuffer(GL_RENDERBUFFER, rboId_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, w, h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Set the texture to be at the depth attachment point of the FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture_, 0);
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// Set the texture to be at the color attachment point of the FBO (we pack depth 32 bits in color)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depthTexture_, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboId_);
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GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if ( status != GL_FRAMEBUFFER_COMPLETE)
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@@ -464,14 +475,13 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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// set the rendering destination to FBO
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glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glClearColor(1, 1, 1, 1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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if(renderBackgroundCamera)
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{
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PointCloudDrawable drawable(occlusionMesh);
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drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 999.0f);
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drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 999.0f, 0, 0, 0, 0, 0, true);
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}
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else
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{
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@@ -479,13 +489,12 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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for(std::vector<PointCloudDrawable*>::const_iterator iter=cloudsToDraw.begin(); iter!=cloudsToDraw.end(); ++iter)
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{
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// set large distance to cam to use low res polygons for fast processing
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(*iter)->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, false, false, 999.0f);
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(*iter)->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, false, false, 999.0f, 0, 0, 0, 0, 0, true);
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}
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}
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// back to normal window-system-provided framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // unbind
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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if(doubleTapOn_ && gesture_camera_->GetCameraType() != tango_gl::GestureCamera::kFirstPerson)
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@@ -501,8 +510,7 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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GLubyte zValue[4];
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glReadPixels(doubleTapPos_.x*screenWidth_, screenHeight_-doubleTapPos_.y*screenHeight_, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, zValue);
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float fromFixed = 256.0f/255.0f;
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float zValueF = float(zValue[0]/255.0f)*fromFixed + float(zValue[1]/255.0f)*fromFixed/255.0f + float(zValue[2]/255.0f)*fromFixed/65025.0f + float(zValue[3]/255.0f)*fromFixed/160581375.0f;
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float zValueF = float(zValue[0]/255.0f) + float(zValue[1]/255.0f)/255.0f + float(zValue[2]/255.0f)/65025.0f + float(zValue[3]/255.0f)/160581375.0f;
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if(zValueF != 0.0f)
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{
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@@ -204,6 +204,7 @@ class Scene {
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float g_;
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float b_;
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GLuint fboId_;
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GLuint rboId_;
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GLuint depthTexture_;
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GLsizei screenWidth_;
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GLsizei screenHeight_;
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