private void ProcessBatch()

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_++;
    }