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Question by kinectalicous · Jul 18, 2015 at 12:17 AM · cloudpoint

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

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avatar image Oribow · Jul 18, 2015 at 12:39 AM 0
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You could spawn a small sphere for every point. Would depnd on how much points there are and your gpu can handle.

avatar image maccabbe · Jul 18, 2015 at 02:43 AM 1
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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.

avatar image jean-noellevels3d · Aug 01, 2017 at 03:11 PM 0
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I have the same problem for WebGL...

avatar image TarahPeltz · Nov 17, 2017 at 01:01 AM 0
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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)?

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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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