DepthFrameOutputOptions
interface DepthFrameOutputOptions extends PickConfiguration options for a CameraDepthFrameOutput.
See
Properties
allowDeferredStart
allowDeferredStart: booleanAllow this output to start later in the capture pipeline startup process.
Enabling this lets the camera prioritize outputs needed for preview first,
then start the CameraFrameOutput shortly afterwards.
This can improve startup behavior when preview responsiveness is more important than receiving frame-processor frames immediately.
Inherited from
FrameOutputOptions.allowDeferredStart
dropFramesWhileBusy
dropFramesWhileBusy: booleanWhether to drop new Frames when they arrive while the Frame Processor is still executing.
- If set to
true, theCameraFrameOutputwill automatically drop any Frames that arrive while your Frame Processor is still executing to avoid exhausting resources, at the risk of loosing information since Frames may be dropped. - If set to
false, theCameraFrameOutputwill queue up any Frames that arrive while your Frame Processor is still executing and immediatelly call it once it is free again, at the risk of exhausting resources and growing RAM.
Default
trueInherited from
FrameOutputOptions.dropFramesWhileBusy
enableFiltering
enableFiltering: booleanEnables or disables depth data filtering to smoothen out uneven spots in the depth map.
enablePhysicalBufferRotation
enablePhysicalBufferRotation: booleanEnable (or disable) physical buffer rotation.
- When
enablePhysicalBufferRotationis set totrue, and theCameraFrameOutput'soutputOrientationis set to any value different than the Camera sensor's native orientation, the Camera pipeline will physically rotate the buffers to apply the orientation. The resultingFrame'sorientationwill then always be'up', meaning it no longer needs to be rotated by the consumer. - When
enablePhysicalBufferRotationis set tofalse, the Camera pipeline will not physically rotate buffers, but instead only provide theFrame's orientation relative to theCameraFrameOutput's targetoutputOrientationas metadata (seeFrame.orientation), meaning the consumers have to handle orientation themselves - e.g. by reading pixels in a different order, or applying orientation in a GPU rendering pass, depending on the use-case.
Setting enablePhysicalBufferRotation to true introduces
processing overhead.
Default
false