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Reading from RGB24 buffer is producing weird results

asked 2016-10-08 06:51:42 -0600

benT gravatar image

updated 2016-10-08 06:55:52 -0600

Hi, I am trying to get Unity3D to work with OpenCV. This looks good so far, but now I need to get some data from Unity3D to OpenCV. I created a RGB24 buffer from Unity and am reading it from OpenCV, but the output is not what I expect it to be. Here is how I read it:

Mat fromunity(imageSize, CV_8UC3, buffer, Mat::AUTO_STEP);

I am checking the result by writing it into a file, like this:

imwrite("test.png", fromunity);

This is a sample image that I get: sample for wrong image, look overlaid

But it should look like this (taken directly from the camera, without unity) EDIT> This image is actually upside-down:

how it should look like, a picture of a calibration-checkerboard-pattern

This is how the buffers are created in Unity:

Texture2D left = new Texture2D (640, 480,TextureFormat.RGB24, false, true);
left.SetPixels (((WebCamTexture)leftImage.texture).GetPixels ());
left.Apply ();
detectCheckerboard (left.GetRawTextureData()); //call to native plugin with OpenCV

I know that OpenCV expects the channels to be in BGR order, but the next step would be to convert to grayscale anyway so I do not care if the colors are right.

Does this have to do anything with the step argument? I never used it, AUTO_STEP always did the job. What would other values that I could try out be?

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answered 2016-10-08 07:22:13 -0600

benT gravatar image

Sorry, this was actually a Unity issue. The camera recorded at a different resolution and not 640x480 like I asked it to. I used TextureScale to scale it in unity and then it worked fine.

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Asked: 2016-10-08 06:51:42 -0600

Seen: 1,028 times

Last updated: Oct 08 '16