|Reuse my old Depth-First Tree for a bigger depth while searching the longest path|
| by scosant in Programming Languages|
I'm looking for the longest-path trough a map in a game which is turn
based. I got 1s computation time and need to move at that point.
Right now I'm generating the tree every move again.
possible to use my old tree and stack (in which I store the nodes yet to be
visited) to get a bigger depth and thus a better result?
now my SearchClass is based on
|Render 2D image (with depth) in OpenGL preserving depth testing|
| by Robert M in Development Tools & Services|
I have an image from an external source (say a software ray tracer) that
also has a depth buffer. I want to render that image in an OpenGL scene
(which contains several other 3D objects) such that the OpenGL depth buffer
is correctly updated, i.e. the image and the other 3D objects should be
combined using correct depth testing. Any ideas? A solution without shaders
would be nice.
|PHP Tree building function breaks when depth = 4 but works when depth <4, why?|
| by markku in Careers & Job Searching|
Frankly this is part of my uni assignment, BUT I have already done quite
a bit... so please feel comfortable and keep reading since I am not asking
for a cheat sheet or so :)
The project is now deployed on my
Okay, I might have found the reason just minutes
array_push() fails after pushing many items in an array.
Ridiculously small array capacity???
|Initializing OpenGL with depth buffer and depth testing|
| by Bernhard in Programming Languages|
I would like to initialize OpenGL with a depth-buffer in a platform
independent manner without using GLUT.
How to remove
hidden-surface in OpenGL scene using c# wrapper.
I'm not using GLUT so
I can't use glutInitDisplayMode.
I found these steps about Hidden-Surface
Request for z-buffer via glutInitDis
|Converting depth buffer into depth texture for GLSL|
| by skimple in Development Tools & Services|
What is the easiest way to get the existing depth buffer into a depth
texture, or anything that can be used by GLSL?
Is it possible
to make a glsl shader that uses the depth buffer, and use it "as is"
without having to modify the the way the original rendering is done (e.g
modifying the frame buffer object to also render to an additional depth
|OpenGL: Draw a depth texture to depth buffer|
| by Jimmy G. in Development Tools & Services|
I am programming a 2D videogame which may be suitable for almost any
Windows system, including older ones. I have my scene drawn and in some
point, I am retrieving the color and depth buffer each to its own texture
with glCopyTexSubImage2D. I can draw the color buffer again in subsequent
frames, but when I try to draw the depth buffer it is drawn as a grayscale
color texture. I want it to be wr
|Is it possible to extract the player's depth pixels only, out of the depth bitmap?|
| by nchaimov in Programming Languages|
I am new to kinect developing and new to stackoverflow as well!
Here's my situation:
Having a depth camera, I can get the
depth data easily. What I want to do is once I detect there is a person
(player) exists in front of the camera, I would extract the depth pixels of
the player only, and put it onto a transparent background, so that the
output is a static image of the depth
|Standard Depth Vs. Counter Depth|
| by Ferzerp in Home & Garden|
If you're remodeling a kitchen or building a new one, choosing a
refrigerator can be a daunting task. Not only must you decide the brand,
features and finish that will work best in your new kitchen, you'll also
need to determine whether a standard-depth or cabinet-depth refrigerator is
right for you. SizeStandard-depth refrigerators are typically 28.5
inches deep while cabinet-depth versions ar
|Copying depth render buffer to the depth buffer|
| by CookingCoder in Programming Languages|
Currently I am rendering some stuff to a FBO with an attached depth
However, after I am done with the render buffer,
the depth information is pretty much lost.
How can I copy the
data from the render buffer to the fixed function depth buffer?
|How Kinect depth images are created ? Can simple RGB images can be converted to images like those depth images?|
| by Jake Levitt in Programming Languages|
My primary motive is to detect hand from simple RGB images (images from
my webcam ).
I found a sample code find_hand_point
function [result, depth] = find_hand_point(depth_frame)
result = find_hand_point(depth_frame)
% returns the
coordinate of a pixel that we expect to belong to the hand.
simple implementation, we