boolean handsTrackFlag = false; PVector handVec = new PVector(); ArrayList handVecList = new ArrayList(); int handVecListSize = 30; String lastGesture = ""; boolean freeze = false; int freezetimer = 0; float alphawert = 0.0;
ArrayList frameVecList = new ArrayList(); ArrayList<Float> abgreifen_x = new ArrayList<Float>(); ArrayList<Float> abgreifen_y = new ArrayList<Float>(); ArrayList<Float> abgreifen_z = new ArrayList<Float>();
int[] depthMap = context.depthMap(); int steps = 3; int index; PVector realWorldPoint;
translate(0, 0, -1000);
PVector[] realWorldMap = context.depthMapRealWorld(); for (int y=0;y < context.depthHeight();y+=steps) { for (int x=0;x < context.depthWidth();x+=steps) {
index = x + y * context.depthWidth(); noFill(); realWorldPoint = realWorldMap[index]; color c = rgbImage.pixels[index]; int helligkeit = int(brightness(c));
Everthing worked fine until we started to "optimize" the OpenGL-Settings for glBegin and glEnd.
Now we don`t know what to fill in gl.glBegin(); function.
With gl.GL_LINES the sketch starts, but nothing is drawing.
(When the Sketch starts the following error is shown: OpenGL error 1282 at top endDraw(): invalid operation).
Any idea what to type in gl.glBegin(); and how we use the openGL-Structure right?
boolean handsTrackFlag = false; PVector handVec = new PVector(); ArrayList handVecList = new ArrayList(); int handVecListSize = 30; String lastGesture = ""; boolean freeze = false; int freezetimer = 0; float alphawert = 0.0;
ArrayList frameVecList = new ArrayList(); ArrayList<Float> abgreifen_x = new ArrayList<Float>(); ArrayList<Float> abgreifen_y = new ArrayList<Float>(); ArrayList<Float> abgreifen_z = new ArrayList<Float>();
int[] depthMap = context.depthMap(); int steps = 3; int index; PVector realWorldPoint;
translate(0, 0, -1000);
PVector[] realWorldMap = context.depthMapRealWorld(); for (int y=0;y < context.depthHeight();y+=steps) { for (int x=0;x < context.depthWidth();x+=steps) {
index = x + y * context.depthWidth(); noFill(); realWorldPoint = realWorldMap[index]; color c = rgbImage.pixels[index]; int helligkeit = int(brightness(c));