Better texture handling.
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@@ -134,7 +134,7 @@ float IASSS_Robot::brss() {
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std::map<int, float> U, V;
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unsigned int i_min, i_max;
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float min, sample, prob, max, sum_uv = 0.0f, steer;
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std::ostringstream oss;
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// std::ostringstream oss;
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while(U.size() < (U_RATIO * NUM_PHERO_SAMPLES)) {
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min = std::numeric_limits<double>::max();
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@@ -221,12 +221,12 @@ float IASSS_Robot::brss() {
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steer = (NUM_PHERO_SAMPLES / 2.0f) - i_max;
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oss << "samples: " << std::endl;
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for(unsigned int i = 0; i < NUM_PHERO_SAMPLES; i++)
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oss << "\tSAMPLE[" << i << "]: " << _phero_sensor[i] << " - " << _phero_sensor.sample_amnt[i] << " - " << _phero_sensor.probs[i] << std::endl;
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oss << "\ti_max: " << i_max << " | Steer: " << steer;
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// oss << "samples: " << std::endl;
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// for(unsigned int i = 0; i < NUM_PHERO_SAMPLES; i++)
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// oss << "\tSAMPLE[" << i << "]: " << _phero_sensor[i] << " - " << _phero_sensor.sample_amnt[i] << " - " << _phero_sensor.probs[i] << std::endl;
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// oss << "\ti_max: " << i_max << " | Steer: " << steer;
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log(oss.str());
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// log(oss.str());
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return steer;
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}
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