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I cannot work out why its using 577 for the number of rows from the depth image?
Either I'm missing some other purpose in the shader or perhaps its just a typo?
As the depth image from Azure Kinect is 640x576 and I assume id.y goes from 0 to 575 should it be
uint idx = (575 - id.y) * 640 + id.x;
I.E the height of the image - 1 to account for id.y being from 0 to 575.
The text was updated successfully, but these errors were encountered:
I've been using Akvfx as the basis for supporting Windows Kinect V2 and was puzzled by this line in Akvfx.compute.
// Buffer index
uint idx = (577 - id.y) * 640 + id.x;
I cannot work out why its using 577 for the number of rows from the depth image?
Either I'm missing some other purpose in the shader or perhaps its just a typo?
As the depth image from Azure Kinect is 640x576 and I assume id.y goes from 0 to 575 should it be
uint idx = (575 - id.y) * 640 + id.x;
I.E the height of the image - 1 to account for id.y being from 0 to 575.
The text was updated successfully, but these errors were encountered: