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The depth texture needs nearest neighbor filtering.
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1 changed files with 2 additions and 2 deletions
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@ -327,8 +327,8 @@ void Face::setFrame(const cv::Mat& color, const cv::Mat& depth, float aspectRati
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glBindTexture(GL_TEXTURE_2D, _depthTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, depth.cols, depth.rows, 0,
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GL_LUMINANCE, GL_UNSIGNED_BYTE, depth.ptr());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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} else {
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glBindTexture(GL_TEXTURE_2D, _depthTextureID);
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