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Vuforia(QCAR) Integration issue when doing "QCAR::setRotation(QCAR::ROTATE_IOS_90);"
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Posts: 14


Wed, Mar 27 2013


From Vuforia SDK 2.0, their latest sample has a change on orientation.


When I try to integrate the latest sample with NinevehGL, the 3D model movement(when target is moving) seems weird.
Target goes up, model goes left, and target goes down, model goes right.

This looks like an orientation issue.. what do I need to adjust to fit the current orientation?


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Posts: 571


Thu, Mar 28 2013

In response to: @masonhsiung


I don't know this issue and never faced it before.

But if you're suspecting about the orientation, well there are couple ways to change the final image in NinevehGL.

The NGLCamera is also a NGLObject3D, so you can rotate it, you can also use the rebase feature to flip its final image using a matrix.
You can also use a matrix to rotate or flip the meshes before the rebase.

BTW, this could be a good future feature, flipping camera horizontally and vertically.
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Posts: 14


Mon, Apr 1 2013

In response to: @dineybomfim

Thanks for the hint, I think I have resolved this issue by rotating camera 90° by Z-axis.

After rotating, everything seems ok except the shape of 3D model keeps changing by the pose of target.
This one looks fatter.

This one looks thinner.

Do you have any idea?
Many thanks!

Mason Hsiung

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Posts: 571


Mon, Apr 1 2013

In response to: @masonhsiung

Well, when using the AR we are not used to rotate the view at all. The default rotation for the AR camera is landscape and you don't need to change it, once the NinevehGL has cameras that can be rotated if you need.

Apart from that, I have no idea how to help you in this.
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