Charlie Barto

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I used irfanview to preview things. The manual capture keys are really for debugging

The depth buffer is linear. That article is out of date. To be sure you can disassemble the shader code. On Mon, Nov 13, 2017 at 6:55 PM Matěj Račinský...

You can use our VOC format exports for the tar balls we provide. The Postgres bounding boxes may be offset+extent, check the box2d docs. Also note that tue box captured...

Ah i On Tue, Nov 14, 2017 at 9:01 AM Matěj Račinský wrote: > @barcharcraz I tried that, but > unfortumatelly, it contains only semantic segmentation for cars, not for...

Oh, so those boxes are taken as the 2D bounding box of the 3D bounding box (as projected onto the image). Because the 3D bounding box is overlarge for humans...

check out https://github.com/umautobots/gta-postprocessing for postprocessing code.

Well it's in "meters". Do be a little careful since while things like cars and people should be the right size, things like road length and building distance may be...

Hi sorry for the lack of documentation. I'm writing up something more in depth but the short story is: There are two components, the native and managed. The native component...

Yeah 32bit is pointless since GTA itself is 64bit. The interface to the native library is in export.h and export.cpp. You can simply call them using the standard C FFI...

Well you should post the crash dump somewhere. The idea is to mostaly not touch the native plugin much for this reason. You can attach to process but gta is...