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Question by RustemKamun · Mar 15, 2011 at 11:34 AM · opencvemgucv

EmguCv inside Unity

Hey guys, I am using EmguCv wrapper inside Unity to develop some game. Right now, Iam confronted with problem of CONVERTATION IplImage(Image) to Texture2D(unity texture). I've read a lot of posts before and implemented one idea: Unfortunately it workes only for histogram drawing. What I've done there: Firstly, I convert Image to Image, then I got ManagedArray of bytes from Image and set the data to newly created Texture2D:

CvInvoke.cvCvtColor(img.Ptr, copy_img, COLOR_CONVERSION.CV_BGR2RGBA); Array bytes = copy_img.ManagedArray; int h = bytes.GetLength(0); int w = bytes.GetLength(1);

for (int i = 0; i

t.SetPixel(y, x, new UnityEngine.Color((float)r, (float)g, (float)b, (float)a));

} }

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avatar image CeciSach · Feb 25, 2012 at 10:18 PM 0
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Hi, I want to integrate EmguCv in Unity, but I don't know how to do it. I'm new to this all, could you give me a hand? Thanks.

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Answer by DaveA · Oct 21, 2011 at 10:32 PM

http://unity3d.qatohost.com/questions/23450/mono-and-missing-types-using-external-library.html

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Answer by canert · Jan 10, 2015 at 11:33 AM

Maybe, you can use this code block for taking image to texture..

 using UnityEngine;
 using System.Collections;
 using Emgu.CV;
 using Emgu.CV.Util;
 using Emgu.CV.CvEnum;
 using Emgu.CV.Structure;
 using System.IO;
 
     private Capture cap;
     Texture2D camera;
     
     void Start()
     {
         cap = new Capture(0);
     }
     
     
     void Update()
     {
         using (Image<Bgr, byte> nextFrame = cap.QueryFrame())
         {
             if (nextFrame != null)
             { 
                 System.Drawing.Bitmap bitmapCurrentFrame = nextFrame.ToBitmap ();
                 MemoryStream m = new MemoryStream ();
                 bitmapCurrentFrame.Save (m, bitmapCurrentFrame.RawFormat);
 
                 if(camera!=null){
                     GameObject.Destroy(camera);
                 }
                 camera = new Texture2D (400, 400);
                 
                 camera.LoadImage (m.ToArray ());
                 renderer.material.mainTexture = camera;
             }
         }
         
     }

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