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Per-point colors in point clouds #494
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Codecov Report
@@ Coverage Diff @@
## main #494 +/- ##
==========================================
+ Coverage 52.22% 54.16% +1.93%
==========================================
Files 203 203
Lines 20215 20227 +12
==========================================
+ Hits 10557 10955 +398
+ Misses 9658 9272 -386
Continue to review full report at Codecov.
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works for me. I made some changes in the iche033/6/marker_point_color branch for Metal. I don't have a working mac setup to test it though. Using the |
Thanks! Merged in. |
Signed-off-by: Louise Poubel <[email protected]>
* fix selection buffer crash due to resize and incorrect selections Signed-off-by: Ian Chen <[email protected]> * test updating full selection buffer texture Signed-off-by: Ian Chen <[email protected]> * reenable visual at test Signed-off-by: Ian Chen <[email protected]> * fix codecheck Signed-off-by: Ian Chen <[email protected]> * testing rgb no depth, full buffer Signed-off-by: Ian Chen <[email protected]> * use 1x1 buffer, still no depth data Signed-off-by: Ian Chen <[email protected]> * prnt scaling factor Signed-off-by: Ian Chen <[email protected]> * disable device ratio Signed-off-by: Ian Chen <[email protected]> * reenable depth and utils test Signed-off-by: Ian Chen <[email protected]> * disable utils test, add visual at test after resize Signed-off-by: Ian Chen <[email protected]> * test texelfetch Signed-off-by: Ian Chen <[email protected]> * back to full buffer Signed-off-by: Ian Chen <[email protected]> * print ogre log Signed-off-by: Ian Chen <[email protected]> * codecheck Signed-off-by: Ian Chen <[email protected]> * fixing selection buffer mat script Signed-off-by: Ian Chen <[email protected]> * try 1x1 buffer again Signed-off-by: Ian Chen <[email protected]> * revert some test changes Signed-off-by: Ian Chen <[email protected]> * uncomment tests Signed-off-by: Ian Chen <[email protected]> * update scaling factor Signed-off-by: Ian Chen <[email protected]> * fix removing selection mat Signed-off-by: Ian Chen <[email protected]> * update screenScalingFactor Signed-off-by: Ian Chen <[email protected]> * minor tweak Signed-off-by: Ian Chen <[email protected]> Co-authored-by: Louise Poubel <[email protected]>
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FYI, I rebased this PR to Garden ( |
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looks good to me.
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]> Co-authored-by: Ian Chen <[email protected]>
🎉 New feature
Summary
We have been populating the
colors
vector inOgre2DynamicRenderable
, but not using the colors for anything.For most dynamic renderables, we fill the vertex buffer with position and normal. But points don't have normals, so we've been leaving half the buffer empty. The implementation on this PR takes advantage of those empty slots to place per-point colors (only RGB, no A).
Thanks @WilliamLewww for helping me out with this!
Test it
The marker example on gazebosim/gz-gui#318 uses this:
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge
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