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Commit 9227c83e authored by Eric Wait's avatar Eric Wait
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Fixed how loadImage uses the new brighten image from utils repo

parent 8bc577c7
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%LOADIMAGE D3d.LoadImage( im, bufferNum, frameNumber, nonNormalized)
function im8 = LoadImage( im, bufferNum, frameNumber, dontNormalized )
function im8 = LoadImage( im, bufferNum, frameNumber, normalize )
global D3dIsOpen
if (isempty(D3dIsOpen) || ~D3dIsOpen)
error('You need to open the viewer before you can load images! Call D3d.Open first.');
......@@ -20,8 +20,8 @@ function im8 = LoadImage( im, bufferNum, frameNumber, dontNormalized )
error('You can only load one frame at a time!');
end
if (~exist('nonNormalized','var') || isempty(dontNormalized))
dontNormalized = false;
if (~exist('nonNormalized','var') || isempty(normalize))
normalize = true;
end
bufferType = 'original';
......@@ -34,8 +34,8 @@ function im8 = LoadImage( im, bufferNum, frameNumber, dontNormalized )
im = permute(im,[1,2,5,4,3]);
end
if (dontNormalized)
im8 = ImUtils.ConvertType(im,'uint8');
if (~normalize)
im8 = ImUtils.ConvertType(im,'uint8',false);
else
im8 = ImUtils.BrightenImages(im,'uint8');
end
......
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