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New SDK Supports only YUV Format from RGB

Open stibuz opened this issue 1 year ago • 2 comments

The Script NRCamTexture2MatHelper.cs uses type NRRGBCamTexture when this is not implemented anymore (from Nreal SDK 2.4.0).

stibuz avatar Feb 08 '25 17:02 stibuz

It seems that the new SDK (2.4.0) has changed the texture format to YUV format as you mentioned. Unfortunately, we have no plans to fix that problem for us at this time. In the meantime, we ask that you use the older SDK that has been validated.

EnoxSoftware avatar Feb 10 '25 12:02 EnoxSoftware

Yep, it is not changed but they have removed the old format style. It seems anyway that the change should be addressable, i will return here if i found a solution so u can push the changes. I leave here some consideration done up to now for the interested: Xreal sdk 2.3.1 seems the last one compatible. Actually there was a 2.3.2 which seems removed (i've found from easyAR the 2.3.2 beta3, but i'm pretty sure to have somewhere the 2.3.2 beta 1 or 2). The 2.3.2 is the one compatible with the first version of ControlGlasses.apk (and not only Nebula, which is deprecated now). I'm digging into the problem in order to understand fully reciprocal compatibility. NRRGBCamTexture.CurrentFrame should be similar to NRRGBCamTextureYUV.YUVFrame, but they are handled a little bit differently. In theory i should match every needed variable and then make a simple function to convert YUVFrame to BGR or RGB frame as needed by OpenCV (it is my first project with openCV so for sure ive misunderstood different things ^^)

stibuz avatar Feb 10 '25 13:02 stibuz