in unity/Assets/Scripts/Recorder.cs [365:403]
private void ProcessBatch() {
RenderBatch batch = new RenderBatch();
foreach (List<CameraSetup> camera_setups in camera_setups_.Values) {
foreach (CameraSetup camera_setup in camera_setups) {
RenderBatch.CameraBatch camera_batch;
if (batch.camera_batches_.ContainsKey(camera_setup.camera_name_)) {
camera_batch = batch.camera_batches_[camera_setup.camera_name_];
}
else {
camera_batch = new RenderBatch.CameraBatch();
batch.camera_batches_.Add(camera_setup.camera_name_, camera_batch);
}
switch (camera_setup.camera_type_) {
case CameraSetup.CameraType.RGB:
camera_batch.images_.Add(RenderBatch.CameraBatch.RenderType.RGB, camera_setup.ApplyAndGetImages());
break;
case CameraSetup.CameraType.SEGMENTATION:
camera_batch.images_.Add(RenderBatch.CameraBatch.RenderType.SEGMENTATION, camera_setup.ApplyAndGetImages());
break;
case CameraSetup.CameraType.DEPTH_NORMALS:
List<Texture2D> images = camera_setup.ApplyAndGetImages();
if (capture_depth_) {
camera_batch.images_.Add(RenderBatch.CameraBatch.RenderType.DEPTH, images);
}
if (capture_normals_) {
camera_batch.images_.Add(RenderBatch.CameraBatch.RenderType.NORMALS, images);
}
break;
}
}
}
batch_consumer_.ConsumeImageBatch(batch);
capture_count_ = 0;
batch_count_++;
}