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Topics - thejauffre

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Support / JPCT + Vuforia in stereo rendering mode
« on: April 11, 2018, 10:15:19 am »
Hi everybody,
I'm working on a project in which I have to perform stereo rendering (using smartglasses and/or a VR viewer) using Vuforia and JPCT-AE. I am working on the DigitalEyewear example.
I followed the instructions to integrate Vuforia and JPCT in the mono rendering case, as explained in the wiki, and tried to replicate them to the stereo-rendering without success.
This is what I understood: in the mono-rendering, I just had to find the modelview matrix associated to an image target, then update the JPCT camera and start the rendering. I tried the same for the stereo case, taking into account that Vuforia has to simulate the views of the two eyes, using two virtual camera FOVs; this kinda works, but the object is not correctly displaced in the scene (i.e. I expect it to be on the origin, but it is somewhere else).
I tried to solve this problem in several ways (i.e. rotating/rescaling the modelview matrix or multiplying it by a projection matrix) but it doesn't work.
Any ideas? Thanks.

2
Support / Problem with object position
« on: January 23, 2018, 11:50:07 am »
Hi,
I have a problem when loading some OBJ files. I'm using JPCT-AE and Vuforia. In the same world, I have to render 2-3 objects, that I export from the same scene in 3ds max.
The problem is in the positioning: even if an object has position (0,0,0) in 3ds, when I load multiple objects in JPCT the position is not correct. The objects are somehow translated. But when I load a single object, it is in the correct position.
Am I missing something?
Thanks in advance for your help.

3
Support / Problem with rendering
« on: January 18, 2018, 11:42:48 am »
Hi everybody,
I'm developing an Android AR application using Vuforia (for target recognition) and JPCT-AE for the rendering of 3D objects.
I have a problem with depth sorting: when I try to render a teapot, it shows also elements that should not be present (like the handle, when I look at the teapot facing the beak).
I searched over internet, and (if I understood correctly) it is related to OpenGL and how it manages the depth rendering. However, even if I added some lines to the code (when I initialize the renderer):
 
Code: [Select]
GLES20.glEnable(GLES20.GL_BLEND);
        GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
        GLES20.glEnable(GLES20.GL_FRAGMENT_SHADER);
        GLES20.glEnable(GLES20.GL_DEPTH_TEST);
        GLES20.glEnable(GLES20.GL_TRUE);
        GLES20.glDepthFunc(GLES20.GL_LESS);
        GLES20.glDepthMask(GLES20.GL_TRUE);
        GLES20.glClearDepthf(1.0f);
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
it didn't change. Can you help me?
Anyway, thanks for your amazing work.

Pages: [1]