Exemple #1
0
bool KinectPlugin::activate() {
    InputPlugin::activate();

    loadSettings();

    if (_enabled) {

        // register with userInputMapper
        auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
        userInputMapper->registerDevice(_inputDevice);

        return initializeDefaultSensor();
    } else {
        return false;
    }
}
int TextureManager::init(char *errorString)
{
	// Free everything if there was something before.
	releaseAll();

	int retVal = initializeDefaultSensor(errorString);
	if (retVal != 0) return retVal;

	// create small and large rendertarget texture
	createRenderTargetTexture(errorString, X_OFFSCREEN, Y_OFFSCREEN, TM_OFFSCREEN_NAME);
	createRenderTargetTexture(errorString, X_HIGHLIGHT, Y_HIGHLIGHT, TM_HIGHLIGHT_NAME);
	createNoiseTexture(errorString, TM_NOISE_NAME);
	createNoiseTexture3D(errorString, TM_NOISE3D_NAME);

	// Create texture for depth sensor (kinect)
	CreateSensorTexture(errorString, TM_DEPTH_SENSOR_NAME);

	// Go throught the textures directory and load all textures.
	HANDLE hFind = INVALID_HANDLE_VALUE;
	WIN32_FIND_DATA ffd;

	// Go to first file in textures directory
	char *dirname = TM_DIRECTORY TM_SHADER_WILDCARD;
	hFind = FindFirstFile(TM_DIRECTORY TM_SHADER_WILDCARD, &ffd);
	if (hFind == INVALID_HANDLE_VALUE)
	{
		sprintf_s(errorString, MAX_ERROR_LENGTH,
				  "IO Error\nThere are no textures in " TM_DIRECTORY);
		return -1;
	}

	// Load all the textures in the directory
	do
	{		
		// Note that the number of textures is increased automatically
		int retVal = loadTGA(ffd.cFileName, errorString);
		if (retVal) return retVal;
	} while (FindNextFile(hFind, &ffd));

	return 0;
}