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This isn't implemented at the moment, but it would be useful. It is on my todo list. In a nutshell, we can disable the fragment shader code, and add some plumbing to enable this (or comment out some code). Assuming you are using the default CPU/TinyRenderer, the code is here: For hardware OpenGL, the benefits are likely smaller. We should use a simpler shader, in Bullet/examples/OpenGLWindow folder https://github.com/bulletphysics/bullet3/tree/master/examples/OpenGLWindow |
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Is there any way to turn off RGB image construction on getCameraImage()? I would like to speed up my code by only querying depth images.
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