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Oculus rift opengl color shift shader
Oculus rift opengl color shift shader









oculus rift opengl color shift shader
  1. #Oculus rift opengl color shift shader mac os#
  2. #Oculus rift opengl color shift shader drivers#
  3. #Oculus rift opengl color shift shader update#
  4. #Oculus rift opengl color shift shader windows#

the FARO I/O plugin now relies on the 5.5.3 FARO LS SDKĪnd last but not least, here are the bug fixes:.Structured point clouds: the sensor position of associated scans is now properly updated when the cloud is rotated.Point sampling (on a mesh): maximum density is now 100 M.qPoissonRecon now uses PoissonRecon V8.0 ( ).not necessarily attached to a given entity) and moved freely in the DB tree Camera sensors can now be created 'freely' (i.e.The 'Link camera' checkbox has been moved to the 'Display menu'.The default (sun) light position is now in the middle of the screen so as to get a brighter visualization of meshes.

#Oculus rift opengl color shift shader update#

The 'Edit > Multiply / Scale', 'Tools > Registration > Match bounding-box centers' and 'Tools > Registration > Match scales' methods now update the 'transformation history matrix' of the entities.ICP registration: the user can now set the maximum number of threads/core to use.adds support for the following plugins: qFacet and qAnimation.adds support for the CSV Matrix I/O file format.adds support for OpenGL Frame Buffer Objects (FBOs).E57: big coordinates are now properly handled (Global Shift & Scale mechanism).

oculus rift opengl color shift shader

or to convert other structured clouds (FARO or PTX for now) to the DP format.The DP I/O plugin can now export DP files.bug fix: the classes (labels) could be inverted in some cases.the statistics (Training mode) now takes the actual boundary into account (and not the default one).either the original cloud or the subsampled version) new option to output the scalar fields (distance, confidence, etc.) on the original core point entity (i.e.division by zero is now properly handled.the first scalar field (SF1) can now be updated directly (instead of creating a new SF).a constant value can now be used instead of a second scalar field.

oculus rift opengl color shift shader

  • differentiation of the vertical and horizontal focal lengths for Camera sensors.
  • principal point added to Camera sensor parameters.
  • Sensors (camera, TLS) are now properly updated when their associated cloud is scaled.
  • the user can now set the max RMS for sphere detection.
  • the tool 3D view now has the same viewport/camera parameters as the source 3D view.
  • the user can now set the maximum number of threads/core to use.
  • C2C distance can now be split along the 3 dimensions (X, Y, Z) even when using local models or a maximum distance (in which case some values may be NaN).
  • new option '-DROP_GLOBAL_SHIFT': to drop the Global Shift information of all loaded entities.
  • new option '-SF_OP' (+ SF index + operation + scalar value): to add / sub / multiply or divide a scalar field by a constant value.
  • new option '-ORIENT_NORMS_MST' (+ number of neighbors): to (re)orient the normals of the loaded clouds with a Minimum Spanning Tree.
  • the SPLIT_XYZ and MAX_DIST options can now be used together for C2C distance.
  • new option 'MAX_TCOUNT' to specify the maximum number of threads to be used for computing distances (C2C or C2M) as well as for ICP registration.
  • the FARO, DP and PCD formats can now be used)
  • I/O plugins are now loaded in command line mode (i.e.
  • now allows for horizontal AND vertical rotation.
  • settings are used for both the standard application and the command line mode.
  • can be used to set the limits that trigger the 'Global Shift & Scale' mechanism.
  • New 'File > Global Shift settings' dialog.
  • default triggering value (for the coordinates) have been lowered to 10^4.
  • The 'Global Shift & Scale' dialog now allows for shifting values above 1.0e9 (for georeferenced clouds expressed in millimeters!).
  • it outputs several other statistics (added/removed volume, surface, etc.).
  • the tool projects the points in a 2.5D grid (therefore the interface is similar to the 'Rasterize' tool).
  • to compute the volume between two clouds or between a cloud and a plane (along a principal direction).
  • New tool: ' Tools > Volume > Compute 2.5D volume'.
  • Special thanks to Andy Maloney and Romain Janvier for their big involvement.

    #Oculus rift opengl color shift shader drivers#

    (Just make sure your graphic card drivers are not too old )

    #Oculus rift opengl color shift shader windows#

  • support for NVidia 3D glasses and the Oculus Rift headset (on Windows with the Stereo version).
  • better rendering of big point clouds thanks to a new LOD mechanism, better reactivity, much faster Cross Section tool, etc.
  • #Oculus rift opengl color shift shader mac os#

  • support of the newest operating systems (Windows 10, Mac OS 10.10 and Ubuntu 16.04).
  • It's a great step forward for the project, with a lot of modifications behind the scenes: Many thanks to all our supporters who made donations on pledgie!











    Oculus rift opengl color shift shader