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libGDX is a cross-platform Java game development framework based on OpenGL (ES), designed for Windows, Linux, macOS, Android, web browsers, and iOS. It provides a robust and well-established environment for rapid prototyping and iterative development. Unlike other frameworks, libGDX does not impose a specific design or coding style, allowing you the freedom to create games according to your preferences.

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libGDX is released under the Apache 2.0 License, offering unrestricted usage in both commercial and non-commercial projects. While not mandatory, we appreciate any credit given to libGDX when you release a game or app using it. Check out our showcase for a selection of popular libGDX-powered games. With libGDX, you gain access to a comprehensive set of tools and features to develop multi-platform 2D and 3D games using Java.

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gdx-realsense's People

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badlogic avatar raditzlawliet avatar

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gdx-realsense's Issues

PXCCapture:DeviceInfo.getStreams fails with multiple streams on a device.

While trying to figure out why my depth stream isn't showing anything in the StreamViewer.java test I found that getStreams in DeviceInfo fails.

The return value of my PXCCapture_DeviceInfo_streams_get is 7 because the device has 3 types of streams.

From the StreamType docs in sdkmanuals.pdf:
"The StreamType enumerator itemizes supported video stream types. The value can be Bit-OR'ed to represent multiple stream combinations."

So getStreams fails when it tries to return a single StreamType via the enum lookup.

error to run

hi , i try to use my apps in other computer , i have installed RealSense SDK

but when i run the my application .jar files i got an error
Caused by: java.lang.UnsatisfiedLinkError: C:\Users\Fad\AppData\Local\Temp\libgdxFad\bde3bd9a\gdx-realsense64.dll: Can't find dependent libraries

Edit: I forgot to add MSVCR120.DLL to system32 directory , it's fine now

Nullpointers :/

Exception in thread "LWJGL Application" java.lang.NullPointerException
at vire.MainClass.create(MainClass.java:57)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:143)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)

I'm getting this when i run the samplecode

handData = handModule.CreateOutput();

is throwing a nullpointer exception but everything seems fine..

missing pxcStatus for PXC_STATUS_VALUE_OUT_OF_RANGE

This status entry isn't implemented.

PXC_STATUS_VALUE_OUT_OF_RANGE= 105 /* Data value(s) out of range/

This would be something that I would normally try to add myself, but I still can't get the dll to compile with VS Express 2013 under 8.1.

Landmark Points Query - a heap has been corrupted - ntdll.dll

I can't preform a landmark query points, an exception is thrown. "a heap has been corrupted" and it references this: ntdll.dll

I can find and draw face rectangle, find the pose, but when I try to get landmark points and exception is thrown.

Code:
LandmarkPoint lp = new LandmarkPoint();
LandmarksData ld = face.QueryLandmarks();
if (ld != null){
int j = ld.QueryNumPoints(); ---> just this works
int i = ld.QueryPoints(lp); ---> with this exception is thrown
System.out.println("Number of Points"+ i);
}

Prints:
http://prntscr.com/76aw31
http://prntscr.com/76aweo
http://prntscr.com/76awmg

Any guess? Can you help @badlogic ?
Thanks in advance

gdx-realsense64.dll requires 32 bit libs?

To get gdx-realsense64.dll to load I had to install the 32 bit MS C Runtime (vcredist_x86.exe) and put "C:\Windows\System32\downlevel" on my path (to get API-MS-WIN-CORE-PRIVATEPROFILE-L1-1-1.DLL and 2 other dlls).

Is that correct?

Gradle dependancy in main page is off?

It seems like the gradle dependency should be:

compile "com.badlogicgames.gdx:gdx-realsense:1.0.0"

rather than

compile "com.badlogicgames.gdx:gdx-realsense:1.0.0-SNAPSHOT"

as listed on the main page.

StreamTexture.updateFromFrame seems wrong for non color streams.

For the depth stream, I think the current code:

internalFormat = format = /* GL_BGRA */ 0x80E1;

should be changed to:

internalFormat = GL20.GL_RGBA;
format = /* GL_BGR */ 0x80E1;

and for IR streams I guess it should change to:

internalFormat = GL20.GL_RGB;
format = /* GL_BGR */ 0x80E0;

Doing this allows me to see the depth stream texture.

I am building/running against 3.1.0 SDK with the patches to the .h files that I guessed were required along with some manual changes so that it will compile.

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