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protected Core.KinectTypes kinectType= Core.KinectTypes.KinectForAzureNear;//Core.KinectTypes.KinectForWindows #TODO Make more general .KinectForAzureWide
These need to reference the active kinect type by the user.
Idea for future: We should be able to detect the kinect type currently connected, and only give the user access to different depth modes.
The text was updated successfully, but these errors were encountered:
On placing the Options Component on Canvas this line active width and active height are unassigned unless default kinect is the one currently connected, we should either detect it or set it as Null as @philipbelesky suggested pausing for user input.
@philipbelesky The device config needs to be reset when ever the user changes the depth mode, currently I noticed that the camera mode is not changed when the user goes from Narrow to Wide.... . From Narrow to Wide you get the out of bounds error.
There 2 places where I could not generalize the access to kinect Type variable currently selected by the user;
Here;
SandWorm/SandWorm/Components/BaseKinectComponent.cs
Line 27 in 2b53d40
And setting the depth mode Here;
SandWorm/SandWorm/Sensors/K4AController.cs
Line 74 in 2b53d40
Using the depth mode fetching implimented here;
SandWorm/SandWorm/Sensors/K4AController.cs
Line 56 in 2b53d40
These need to reference the active kinect type by the user.
Idea for future: We should be able to detect the kinect type currently connected, and only give the user access to different depth modes.
The text was updated successfully, but these errors were encountered: