I am looking at the depth texture that is rendered like this in Unity:
Texture2D depth = zedCamera.CreateTextureMeasureType(sl.MEASURE.DEPTH_RIGHT, resolution);
The idea is that I need to send this texture to a dll or keep a sequence of these depth textures in memory. I would need to go back in time to calculate depth of a pixel. This pixel is coming from an outside program.
When I take a look at pixel values from this texture I always get this:
RGBA(-431602100.000, 1.000, 1.000, 1.000)
How can I get the actual depth value out of this texture? I would not want to use the GetDepth method because that uses a dll somewhere down the line and I need the actual value coming from this texture.
Could I pass this texture as GetNativeTexturePtr() and then how could I retrieve depth value in C++ fi?
Thank you so much!