ARCameraStream 
    open class ARCameraStream(materialLoader: MaterialLoader, standardMaterialFile: String = "materials/camera_stream_flat.filamat", depthOcclusionMaterialFile: String = "materials/camera_stream_depth.filamat") : RenderableComponent
Displays the Camera stream using Filament.
Constructors
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                  constructor(materialLoader: MaterialLoader, standardMaterialFile: String = "materials/camera_stream_flat.filamat", depthOcclusionMaterialFile: String = "materials/camera_stream_depth.filamat")
Properties
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                  We apply the multithreaded actual rendering (Frame) texture
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                  Passing multiple textures allows for a multithreaded rendering pipeline
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                  Textures buffer
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                  Extracted texture from the session depth image
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                  This will process the incoming DepthImage to occlude virtual objects behind real world objects.
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                  Functions
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                  open fun setGeometryAt(primitiveIndex: Int, type: RenderableManager.PrimitiveType, vertices: VertexBuffer, indices: IndexBuffer, offset: Int, count: Int)
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                  Depending on isDepthOcclusionEnabled and device Depth compatibility
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                  open fun setMorphTargetBufferAt(level: Int, primitiveIndex: Int, morphTargetBuffer: MorphTargetBuffer)
open fun setMorphTargetBufferAt(level: Int, primitiveIndex: Int, morphTargetBuffer: MorphTargetBuffer, offset: Int, count: Int)
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