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#include "cinder/app/AppBasic.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/gl/Texture.h" | |
#include "cinder/Capture.h" | |
#include "CinderOpenCV.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; |
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#include "cinder/app/AppBasic.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/Capture.h" | |
#include "CinderOpenCV.h" | |
#include "cinder/gl/Texture.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; |
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#include "cinder/app/AppNative.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/gl/GlslProg.h" | |
#include "cinder/gl/Texture.h" | |
#include "cinder/Rand.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; |
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/** | |
* depth: 1 - monochrome | |
* 4 - 4-bit grayscale | |
* 8 - 8-bit grayscale | |
* 16 - 16-bit colour | |
* 32 - 32-bit colour | |
**/ | |
function drawArray(arr, depth) { | |
var offset, height, data, image; |
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// Simple fps controller for unity | |
// To use, build this: | |
// | |
// Capsule | |
// Camera | |
// | |
// Put this script AND a CharacterController on the Capsule | |
// Link up camera to the "player_cam" property of this script | |
// Make sure Camera is positioned at (locally) 0, 0, 0 and with no rotation and scale |