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dynamic change of point budget #23

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E251-1Baugeschichte opened this issue May 6, 2020 · 4 comments
Open

dynamic change of point budget #23

E251-1Baugeschichte opened this issue May 6, 2020 · 4 comments

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@E251-1Baugeschichte
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Is there a way to dynamically change the point budget while the viewer is running (as it is possible with point size). Therefore, is there a "reload" function that can be called to get the point budget from the Point Cloud Set again or is there need to implement this update into V2Renderer or V2TraversalThread?

also: the tuwien email adress seems to be not working anmyore

@SFraissTU
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Hi!
No this is currently not possible. It should be rather easy to implement though, as the point budget has to be passed, as you said, from the dynamic point cloud set to the V2Renderer and then to the V2TraversalThread. I think it should be possible to simply change it while everything is running, without things breaking down, but I am not 100% certain at the moment. Haven't had the time to test it.

Are you sure about the tuwien email adress? I'm still using it and it seems to work fine for me. Did you get an error mail?

Cheers, Simon

@E251-1Baugeschichte
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Hi,
I now managed to get it working with the following procedure

first of I copied the "protected override void Initalize" into a public void called "reInitalize", then

on button down:

  • PointCloudLoader.RemovePointCloud();
  • disable DynamicPointCloudSet Component
  • change point budget while holding the button +100 every frame

on button up (if pointSet is disabled):

  • enable DynamicPointCloudSet
  • PointCloudLoader.LoadPointCloud();
  • DynamicPointCloudSet.reInitialize();

It is not very "dynamic" as you cannot see the points adding, but for now seems to sufficient. Do you see any issue with the procedure? I am worried, that this start multiple V2Renderer instances every time I change the point budget, or are all gameobjects (even if invisible) properly destroyed?

@E251-1Baugeschichte
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using the email adress I still get this error back
image

@SFraissTU SFraissTU reopened this May 7, 2020
@SFraissTU
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Hi!
If you do it this way, I would advice you to call V2Renderer's "ShutDown" function before disabling the dynamic point cloud set to make sure the rendering threads are cancelled and all objects are properly deleted. You should be able to see in the unity editor if game objects are still alive or not.

The issue with the address is very strange - even if not entirely unexpected -, as other people can still reach me. I will try to figure this out. In the meanwhile, please contact me at [email protected]

Simon

(Sorry for closing the issue first, this was a mistake)

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