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Messages - kelmer

Pages: 1 [2] 3
16
Support / Re: Vuforia + jPCT-AE
« on: February 07, 2013, 11:53:19 am »
EgonOlsen already answered that question earlier on this very thread.

17
Support / Re: Vuforia + jPCT-AE
« on: February 07, 2013, 09:25:21 am »
It does seem like the objects are laying "behind" the marker.

Remove these lines from initialization, if you have them:

   cam.moveCamera(Camera.CAMERA_MOVEOUT, 50);
   cam.lookAt(cube.getTransformedCenter());

EDIT: Fixed the wiki to reflect this error

18
Support / Re: Texture size crash on Android 4.2.1 (Nexus4)
« on: February 06, 2013, 07:54:27 pm »
Depending on which folder you stored your texture, it might be upscaled or downscaled, again depending on target device. If you stored it in the drawable folder, then for medium density devices (which is the baseline for android) it won't be rescaled. That's probably the reason it worked on your Galaxy S but not on your nexus 4 (which would have a higher density)

19
Support / Re: Vuforia + jPCT-AE
« on: February 06, 2013, 07:48:19 pm »
Try with a plane, with no translation (you might need to rotate it 90deg), and let us know the results.

20
Support / Re: Render in a specific window
« on: February 04, 2013, 12:47:39 am »
Another idea: Render the window object with walls around the window and write a shader that sets the wall fragments to transparent but still writes their depth values into the depth buffer. Then clean the color buffer and render the scene.

One question on this, wouldn't this also prevent the background image (i.e. the camera stream) from drawing? Since the walls have to be closer than the video stream, drawing them into the depth buffer would prevent the image to be seen as well, wouldn't it?

Also, I can understand how to make a shader that paints the walls transparent, but how do I still draw them into the depth buffer?

Wouldn't all this require several rendering passes?

21
Support / Re: Vuforia + jPCT-AE
« on: February 04, 2013, 12:35:16 am »
It's done then:

http://www.jpct.net/wiki/index.php/Integrating_JPCT-AE_with_Vuforia#Setting_up_the_FOV

Please apply the pertinent corrections if I made any mistakes describing the process, I'm no expert myself!

22
Support / Re: Vuforia + jPCT-AE
« on: February 03, 2013, 08:55:28 pm »
Got it, will get to it ASAP. I haven't got any experience editing wiki pages, though. Might need a little help.

23
Support / Re: Vuforia + jPCT-AE
« on: February 03, 2013, 07:46:53 pm »
Sorry for the delay, got stuck with other stuff.

I would gladly create that wiki page. PM with the details :)

24
Support / Re: Vuforia + jPCT-AE
« on: January 24, 2013, 01:32:54 pm »
Here's another pic.

[attachment deleted by admin]

25
Support / Re: Vuforia + jPCT-AE
« on: January 24, 2013, 01:26:21 pm »
Okay, I checked with a plane and it's more like I'm showing in this attachment.

I understand your answer, but given that I'm using a cube (Primitives.getCube()), does this mean the cube is expanded from the origin in all directions? It's not created, like, towards positive x,y, and z axis?

[attachment deleted by admin]

26
Support / Re: Vuforia + jPCT-AE
« on: January 24, 2013, 01:12:42 pm »
Okay, ionstead of a screenshot (which would make it even harder to understand) I am posting a scheme.

This is my scene from a sideview:



[attachment deleted by admin]

27
Support / Re: Vuforia + jPCT-AE
« on: January 24, 2013, 12:55:16 pm »
I've got a little question. I perfected the integration with QCAR's engine, but I am faced with a doubt.

If I create a 30 units big cube and don't move it at all, it looks like the cube lies "beneath" the marker, so if I rotate the camera around it you can see it rotate as though it was inside the marker instead of above it. Obviously this is difficult to see (and probably to understand without seein it), but to clear things a bit it is as though the marker is positioned at (0, 0, 0) facing Z positive direction, and the cube lies at (0, 0, 0) but extends towards Z negative direction (or maybe it is the other way around).

For the cube I can just move it 30 points towards the positive z direction and I'm done, but with models I wouldn't know how much to move them so they lie perfectly above the marker. How can I solve this?

Does this all make sense to you? I'm not very clear as to how JPCT positions objects, or what is the difference between center, origin and transformed center...

28
Support / Re: strange render behavior
« on: January 21, 2013, 08:24:43 pm »
I solved it. I feel stupid now, I had taken the renderFrame function from QCAR's native code and forgot to comment out the glDisable(DEPTH_TEST) line.

I kept looking in java code and it didn't occur to me that the problem might be in the native code.

Sorry guys and thanks for your kind help (especially EgonOlsen!).






29
Support / Re: strange render behavior
« on: January 21, 2013, 07:24:36 pm »
Here are a couple more screenshots.



The second one is a ship, that's supposed to be seen from below. Here's the proper model:

30
Support / Re: strange render behavior
« on: January 21, 2013, 07:08:41 pm »
Okay this is now getting weird. I tried this config:

Code: [Select]
mGlView = new GLSurfaceView(this.getApplication());

//mGlView.init(mQCARFlags, translucent, depthSize, stencilSize);
mGlView.setEGLContextClientVersion(2);
mGlView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);

mRenderer = new ImageTargetsRenderer(this);
mGlView.setRenderer(mRenderer);

Both in HelloWorld demo and this app. The HelloWorld demo still showed the model perfectly, and the latter one still showed the same problem.

EDIT: while I was posting you replied, so I tried inverting Culling, and disabling/enabling it, to no avail.

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