Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - thejauffre

#1
Support / JPCT + Vuforia in stereo rendering mode
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
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
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):
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.