Frame.CameraImage.Texture size #76
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Since the texture is an external texture, this isn't quite the same as for normal GL textures.
I'm going to leave this open for other folks who are interested. |
Oh yeah never mind me, it's not a normal GL format. I guess the format could be set to |
YUY2 is close, but not really accurate. External textures on Android are in format YUV 4:2:0, but YUY2 is defined to be the format YUV 4:2:2. You're right about future device work no longer allowing the assumption of 1920x1080. This is known work on our side, we will be updating the API. |
So for now can we safely assume that the size is 1920x1080? Is there no way to check at runtime? |
There is no way to check at runtime at the moment. We're working on a new API surface for this. |
Just came back to report that on my Nexus 6P the texture size is actually 640x480 as reported by GAPID and testing. |
@alexbu92, I'm very confused. The Nexus 6P is not a supported device. How are you developing an ARCore app on it? |
@chaosemer https://github.com/tomthecarrot/arcore-for-all is getting almost twice as popular as this repo... |
Please don't file bugs here on an unofficial modification to ARCore. We can't make any guarantees in what the behavior is on devices other than the ones we certify. |
Closing this since |
I know that ARCore camera texture
Frame.CameraImage.Texture
is an external texture, so it can be rendered correctly without the need to set the size, but the SDK should set the width and the height of the texture, as this information can be useful in some cases, and also it is misleading to set it to zero.It shouldn't be complicated to pass these values from the native lib to Unity.
FrameManager.cs:#136
In addition, the TextureFormat could be set right as well? I would guess it's probably a GL_RGB, so the SDK can set the texture format to
TextureFormat.RGB24
for the sake of clarity, in case a developer was trying to read that field.The text was updated successfully, but these errors were encountered: