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@@ -106,7 +106,7 @@ class GLRenderer | |
* \author Suat Gedikli ([email protected]) | ||
* \param[out] buffer pointer to memory where the depth values need to be stored | ||
*/ | ||
void getDepthBuffer(double* buffer) const; | ||
void getDepthBuffer(float* buffer) const; | ||
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/** | ||
* \brief loads, compiles, links and adds GLSL shaders from files to the current OpenGL context. | ||
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@@ -131,7 +131,7 @@ class MeshFilterBase | |
* \author Suat Gedikli ([email protected]) | ||
* \param[out] depth pointer to buffer to be filled with depth values. | ||
*/ | ||
void getFilteredDepth(double* depth) const; | ||
void getFilteredDepth(float* depth) const; | ||
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/** | ||
* \brief retrieves the labels of the rendered model | ||
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@@ -149,7 +149,7 @@ class MeshFilterBase | |
* \author Suat Gedikli ([email protected]) | ||
* \param[out] depth pointer to buffer to be filled with depth values. | ||
*/ | ||
void getModelDepth(double* depth) const; | ||
void getModelDepth(float* depth) const; | ||
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/** | ||
* \brief set the shadow threshold. points that are further away than the rendered model are filtered out. | ||
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