v1.0.4 update NRSDK version to 2.1.0.
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@ -13,8 +13,8 @@ namespace NrealLightWithOpenCVForUnity.UnityUtils.Helper
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{
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/// <summary>
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/// NRCamTexture to mat helper.
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/// v 1.0.1
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/// Depends on NRSDK v 1.10.2 (https://nreal.gitbook.io/nrsdk/nrsdk-fundamentals/core-features).
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/// v 1.0.2
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/// Depends on NRSDK v 2.1.0 (https://nreal.gitbook.io/nrsdk/nrsdk-fundamentals/core-features).
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/// Depends on OpenCVForUnity version 2.4.1 (WebCamTextureToMatHelper v 1.1.2) or later.
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///
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/// By setting outputColorFormat to RGB, processing that does not include extra color conversion is performed.
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@ -179,9 +179,6 @@ namespace NrealLightWithOpenCVForUnity.UnityUtils.Helper
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// Get physical RGBCamera position (offset position from Head).
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Pose camPos = NRFrame.GetDevicePoseFromHead(NativeDevice.RGB_CAMERA);
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rgbCameraPoseFromHeadMatrix = Matrix4x4.TRS(camPos.position, camPos.rotation, Vector3.one);
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// The position offset in the Z direction seemed too large, so code to change it to the same value as the center eye.
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// (This will greatly improve the misalignment with reality during projection, but it is not perfect.)
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//rgbCameraPoseFromHeadMatrix.m23 = -0.00678f;
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// Get CenterEyePose (between left eye and right eye) position (offset position from Head).
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var eyeposeFromHead = NRFrame.EyePoseFromHead;
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@ -13,7 +13,7 @@
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* Android (Galaxy S10+ SC-04L)
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* Nreal Light (XREAL Light)
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* Unity 2020.3.48f1+ (NRSDK supports the development environment of Unity 2018.4.X and above.)
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* [NRSDK](https://developer.nreal.ai/download) Unity SDK 1.10.2
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* [NRSDK](https://developer.nreal.ai/download) Unity SDK 2.1.0
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* [OpenCV for Unity](https://assetstore.unity.com/packages/tools/integration/opencv-for-unity-21088?aid=1011l4ehR) 2.5.6+
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