- 19 Feb, 2017 1 commit
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Patrik Huber authored
* Can now return any cv::Mat to Matlab * Can convert 3 and 4-channel images from Matlab to cv::Mat
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- 17 Feb, 2017 1 commit
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Patrik Huber authored
This enables defining multiple functions per Matlab mex module
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- 10 Feb, 2017 4 commits
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Patrik Huber authored
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Patrik Huber authored
Can return 4-chan uchar matrices (isomaps) back to Matlab, and convert 3-chan uchar matrices (images) from Matlab to C++.
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Patrik Huber authored
These are required for extract_texture in Matlab. Maybe the better strategy would be to add a constructor to RenderingParameters and not have all these setters.
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Patrik Huber authored
* Convert Frustum back and forth * Convert RenderingParameters back to C++ * Convert glm::mat4x4 back to C++
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- 09 Feb, 2017 2 commits
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Patrik Huber authored
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Patrik Huber authored
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- 07 Feb, 2017 1 commit
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Patrik Huber authored
Includes my multidim-array PR plus a fix for the overload resolution in ::to/at
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- 30 Jan, 2017 4 commits
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Patrik Huber authored
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Patrik Huber authored
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Patrik Huber authored
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Patrik Huber authored
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- 29 Jan, 2017 5 commits
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Patrik Huber authored
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Patrik Huber authored
Change CMAKE_SOURCE_DIR to CMAKE_CURRENT_SOURCE_DIR This fixes wrong paths in case someone includes eos in CMake with `add_subdirectory`.
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Patrik Huber authored
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Patrik Huber authored
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Patrik Huber authored
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- 28 Jan, 2017 4 commits
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Patrik Huber authored
Matlab's default precision is double, that's why we only convert MatrixXd for now. Added a note highlighting this.
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Patrik Huber authored
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Patrik Huber authored
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Patrik Huber authored
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- 25 Jan, 2017 1 commit
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Patrik Huber authored
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- 17 Jan, 2017 1 commit
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Patrik Huber authored
Otherwise, when another project includes eos via add_subdirectory(), these paths will refer to the top-level CMakeLists, not this one from eos.
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- 07 Jan, 2017 4 commits
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Patrik Huber authored
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Patrik Huber authored
This was omitted earlier by accident
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Patrik Huber authored
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- 06 Jan, 2017 7 commits
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Patrik Huber authored
Remove unused 'cmake_minimum_required' commands
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Patrik Huber authored
This is more or less the coding style that should be followed for new contributions. I am happy if code differs from this style a bit if there is a valid reason for it. It's a rough first version of this file, it may change a bit over time, if required.
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Patrik Huber authored
Remove unused 'project' directives
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Patrik Huber authored
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Patrik Huber authored
Replaced all instances of old Vertex class with Vertex<float>, so now there's only one vertex class.
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Patrik Huber authored
Forgot to add in earlier commit - this should fix compile error. Also added cv:: in Rasterizer to fix second compile error
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Patrik Huber authored
- Moved divide_by_w to render_detail - Include utils.hpp for clip_to_screen_space()
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- 05 Jan, 2017 2 commits
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Patrik Huber authored
Not sure yet whether it's a good design decision! Also if we keep it this way, have to add proper getters, make member variables private, etc.
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Patrik Huber authored
Using the new renderer stuff.
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- 04 Jan, 2017 1 commit
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Patrik Huber authored
It is modeled after the vertex shader / fragment shader approach of modern OpenGL. It also includes a texture extraction fragment shader, which hopefully will replace the current affine texture extraction. This is still very much experimental, containing lots of todo's. For example it contains lots of if-hacks to select the correct fragment shader (for rendering or texture extraction).
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- 02 Jan, 2017 2 commits
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Patrik Huber authored
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Ruslan Baratov authored
Top level CMakeLists.txt already check '3.1.3' so there is no need to check it for subdirectories
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