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Change point size meshTopology
Hi there,
I am visualizing 4 Kinect Pointclouds on an Android Phone. I am using
mesh.vertices = myPointsVectorArray;
mesh.colors = myColorsColorArray;
mesh.SetIndices(indiciesIntArray, MeshTopology.Points,0);
mesh.uv = new Vector2[nPoints];
to visualize the Point cloud.
But the Pointcloud is not dense at all. Changing Points to Triangles, Linestrips etc just turns everything into "art". Is there a way to either set the Point size or exchange the Points for cubes?
All help is greatly appreciated
Rebecca
You could spawn a small sphere for every point. Would depnd on how much points there are and your gpu can handle.
Another option would be to use a custom shader. For instance, here they set the size of points in standalone desktop.
http://www.kamend.com/2014/05/rendering-a-point-cloud-inside-unity/
You'd need to use android's gl library which I personally haven't tried but would be surprised if it didn't support custom size point shaders.
Bump! Did you ever find a working solution to this? Particularly one that isn't platform dependent (i.e. doesn't rely on OpenGL or Direct3D)?
Answer by Bunny83 · Nov 17, 2017 at 03:29 AM
Well, one way would be to use a geometry shader (requires either DirectX10+ or OpenGL 3.2 support). Here's a forum thread with some simple examples
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