cpp_rgb_depth_sync_example/app/src/main/jni/scene.cc
void Scene::Render(GLuint color_texture, GLuint depth_texture,
                   TangoSupport_Rotation camera_to_display_rotation) {
  glViewport(0, 0, viewport_width_, viewport_height_);
  if (color_texture == 0 || depth_texture == 0) {
    return;
  }

  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
  camera_texture_drawable_.SetColorTextureId(color_texture);
  camera_texture_drawable_.SetDepthTextureId(depth_texture);
  camera_texture_drawable_.RenderImage(camera_to_display_rotation);
}
// We'll render the scene from a pose.
We'll render the scene from a pose.
We ' ll render the scene from a pose .
void Scene::Render(GLuint color_texture, GLuint depth_texture,
                   TangoSupport_Rotation camera_to_display_rotation) {
  glViewport(0, 0, viewport_width_, viewport_height_);
  if (color_texture == 0 || depth_texture == 0) {
    return;
  }
  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
  camera_texture_drawable_.SetColorTextureId(color_texture);
  camera_texture_drawable_.SetDepthTextureId(depth_texture);
  camera_texture_drawable_.RenderImage(camera_to_display_rotation);
}
void Scene :: Render ( GLuint color_texture , GLuint depth_texture , TangoSupport_Rotation camera_to_display_rotation ) { glViewport ( 0 , 0 , viewport_width_ , viewport_height_ ) ; if ( color_texture == 0 || depth_texture == 0 ) { return ; } glClearColor ( 0.0f , 0.0f , 0.0f , 1.0f ) ; glClear ( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ) ; camera_texture_drawable_ . SetColorTextureId ( color_texture ) ; camera_texture_drawable_ . SetDepthTextureId ( depth_texture ) ; camera_texture_drawable_ . RenderImage ( camera_to_display_rotation ) ; }
We'll render the scene from a pose.
We ' ll render the scene from a pose .