#include <tango-gl/conversions.h>
#include <tango-gl/gesture_camera.h>
#include <rtabmap/utilite/ULogger.h>
#include <rtabmap/utilite/UStl.h>
#include <rtabmap/core/util3d_filtering.h>
#include "scene.h"
#include "util.h"
Go to the source code of this file.
Variables | |
const glm::vec3 | kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f) |
const std::string | kGraphFragmentShader = "}\n" |
const std::string | kGraphVertexShader = "}\n" |
const tango_gl::Color | kGridColor (0.85f, 0.85f, 0.85f) |
const glm::vec3 | kHeightOffset = glm::vec3(0.0f, 1.3f, 0.0f) |
const std::string | kPointCloudFragmentShader = "}\n" |
const std::string | kPointCloudVertexShader = "}\n" |
const std::string | kTextureMeshFragmentShader = "}\n" |
const std::string | kTextureMeshVertexShader = "}\n" |
const tango_gl::Color | kTraceColor (0.66f, 0.66f, 0.66f) |
const glm::vec3 kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f) |
const std::string kGraphFragmentShader = "}\n" |
const std::string kGraphVertexShader = "}\n" |
const tango_gl::Color kGridColor(0.85f, 0.85f, 0.85f) |
const glm::vec3 kHeightOffset = glm::vec3(0.0f, 1.3f, 0.0f) |
const std::string kPointCloudFragmentShader = "}\n" |
const std::string kPointCloudVertexShader = "}\n" |
const std::string kTextureMeshFragmentShader = "}\n" |
const std::string kTextureMeshVertexShader = "}\n" |
const tango_gl::Color kTraceColor(0.66f, 0.66f, 0.66f) |