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getDepthPixelsRed() depth buffer strange behavior #6

@teemWerk

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@teemWerk

I don't know what the deal is, maybe I'm missing something, but every time I try to manipulate the pixels in the depth buffer, I don't end up working with the image I think I am. I end up manipulating three smaller copies of the depth frame that don't match at all what I think.

If I load the depth pixels into a texture that the library says it should be, e.g.

tex.loadData(kinect.getDepthPixelsRef(), GL_R8);

I get three small copies when I try to draw it, but if I do

tex.loadData(kinect.getDepthPixelsRef(), GL_LUMINANCE);

I get the image I expect. The format is GL_R8 because it's using the programmable renderer. I don't know how to get the actual pixels I am expecting from kinect.getDepthPixelsRef().

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