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Augmented Reality sample bug
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@pngpng

Posts: 1

NGLNewbie

Wed, May 30 2012


In the AR sample's NGLSViewController.mm, when initializing the camera in the line of "_camera = [[NGLCamera alloc] initWithMeshes: _mountain, _dragon, nil];", if remove _mountain the result renders as supposed to be - no mountain just the dragon, BUT if remove _dragon I get this weird rendering on the screen. Why is that?

I'm using XCode 4.2 and iOS 5.0


0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Wed, May 30 2012


In response to: @pngpng

Hi dude,

Oh, I have no idea what is that!

Well, this will be a problem only if you're planning to use the same mountain OBJ and using it alone. I think...

If you use the OpenGL snapshot you can see that the Qualcomm AR is getting a conflict internally with its textures. This is probably a bad implementation of the OpenGL texture routines inside the Qualcomm AR.

The only solution is to debug and find a work around to implement inside the "drawView" method, just as the "glEnable(GL_DEPTH_TEST);" is, because the Qualcomm disable the DEPTH_TEST internally and doesn't turn it on again.

We can investigate it with more time. But if you want to try a solution, we'll be glad in share your results with others.

Here is a start point:
If you make "glDrawElements(GL_TRIANGLES, 0, 0, 0);" after the "drawCamera", this will remove the camera background, however the AR information still there and if you point your device's camera to the AR mark you'll see the mountain.

I'll try other tests by my self, if I find any solution I'll post here.
0% like this - 0/0

@kevin_bruin

Posts: 4

NGLNewbie

Mon, Jul 2 2012


In response to: @dineybomfim

Hi,

I'm having a similar problem; I removed all references to _mountain, and loaded a different .OBJ for _dragon custom texture settings.

The mesh doesn't get rendered properly;


But it did get rendered properly when the _mountain was still there.

After adding glDrawElements(GL_TRIANGLES, 0, 0, 0); after the drawCamera my mesh is visible;



I'm stuck now as I don't know how to fix this...

0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Mon, Jul 2 2012


In response to: @kevin_bruin

Hey kevin,

Your images doesn't appear. Send them via email and we'll investigate your case.
0% like this - 0/0

@jessearmand

Posts: 9

NGLNewbie

Thu, Jul 19 2012


In response to: @dineybomfim

A similar problem occurs if we create the meshes inside the begin() ... end() block of QCAR rendering. The purpose is to load it while marker is detected.

There will be some blue flickering effect on the camera video, when the marker is detected.

But, if we load the meshes outside, there's no problem.

This doesn't happen with the older qualcomm lib. My solution is by setting a boolean flag when a marker is detected, and load the meshes outside the QCAR rendering block.
0% like this - 0/0

@jessearmand

Posts: 9

NGLNewbie

Thu, Jul 19 2012


In response to: @dineybomfim

Tried again, it's not always working.

So, dynamic loading of meshes will cause some rendering issue.
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@dineybomfim

Posts: 571

NGLAdmin

Fri, Jul 20 2012


In response to: @jessearmand

Yeah, loading is an expensive process.
Keep it in the initialization of your application or at least outside AR routines.
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@DrNeuroSurg

Posts: 7

NGLNewbie

Thu, Sep 27 2012


In response to: @kevin_bruin

Did you find a solution ?

It seems to me it depends of the mesh, because some models (same designer, same software) are displayed and dome not ... but if I set the "magic" drawtriangles... but no video-backgorund (of course) ...

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@DrNeuroSurg

Posts: 7

NGLNewbie

Wed, Oct 31 2012


Found a solution...

http://nineveh.gl/community/forum/ar_with_vuforia_and_custom_models_bug_fix


0% like this - 0/0
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