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Rendering textures with alpha values while also using Vuforia AR library
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Posts: 9


Tue, Jul 31 2012

This is what I did inside drawView,

- (void)drawView
// Hide all visible meshes
[self hideAllMeshes];

// Render video background and retrieve tracking state
QCAR::State state = QCAR::Renderer::getInstance().begin();

// Process the trackables


// Enable alpha blending before drawing the camera


[_camera drawCamera];

// Disable alpha blending before next render

That should be good enough to render textures with alpha values right?
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Posts: 571


Wed, Aug 1 2012

In response to: @jessearmand

Hello buddy,

Actually this will not work.

Remember that you don't need to make any explicit call to OpenGL using NinevehGL.

So, what enables or disables the alpha channel in NinevehGL is the global color format. You can try any OpenGL command, but without the NinevehGL global RGBA color format it'll not get work.

The problem is that with Vuforia the RGBA doesn't work, because their internal color format is RGB it enters in conflict whith the NinevehGL color format.
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Posts: 2


Tue, Jan 29 2013

In response to: @dineybomfim

Are there any workarounds to display textures with alpha channel enabled with Vuforia?

I've tried glEnable(GL_BLEND) technique but it doesn't seem to work as you pointed out.

When using nglGlobalColorFormat(NGLColorFormatRGBA), the drawVideoBackground() doesn't seem to render the camera image.

I have updated to Vuforia 2.0, they now seem to support the RGBA8888 by QCAR::setFrameFormat(QCAR::RGBA8888, true). But I couldn't get the video background to render.
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Posts: 571


Tue, Jan 29 2013

In response to: @dehydr8

We'll release a new sample AR project using Vuforia 2.0 within the next release.
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Posts: 2


Tue, Jan 29 2013

In response to: @dineybomfim

It would be great if it supports nglGlobalColorFormat(NGLColorFormatRGBA). Looking forward to it.
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Posts: 1


Tue, Sep 3 2013

In response to: @dehydr8

Hi I also encountered same problem after setting calling nglGlobalColorFormat(NGLColorFormatRGBA).
And the work around is following

Call glEnable() after Qualcomms drawVideoBackground

And then Disable blending just before NGL's drawCamera and Qualcomms QCAR::Renderer::getInstance().end();

For me it works
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