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how to load 3d objects (.h files) form an online server

July 18, 2012 - 6:23am #7


I want to how to load 3d objects (.h files) dynamically form my online server, please any one can provide me with an example or something for what I have to do on the mobile side, I can handel all the server side? I'm using ImageTargets sample.

thanks in advance..

how to load 3d objects (.h files) form an online server

July 18, 2012 - 6:38pm #6

I think that you would have to parse the header file, generate the model's arrays from that and pass them the OpenGL context.

Alternatively this project uses .blend files - https://ar.qualcomm.at/content/vuforia-integration-gamekit

Or you could use Unity Pro, which is capable of loading models as AssetBundles.


how to load 3d objects (.h files) form an online server

July 24, 2012 - 12:30am #5

3d object loading is pretty complicated. The thing depend on Your Wi-Fi speed and the object models and sizes. In my phone it gets loaded but later on, I can see only icons and no images.

Bed bug treatment nyc

How to download 3D object data from remote location?

December 14, 2012 - 7:13am #4

firstly: what bed bugs have to do with Vuforia development ??

secondly: bumping question, because I'm also interested in this matter [of downloading remote 3d data, not bed bugs]

My main question is about those headers size? If one would like to have few model headers it could kill phone, couldn't it? Mate has an extinguisher 3d header which is size of over 100mb... ~~ in case of parsing this data via online is out of reach. How could one expect to force user to download such an amount of data just for one model...


any idea? :)

Loading very large files can

December 14, 2012 - 7:44am #3

Loading very large files can be incompatible with device memory limits, of course. In general it is up to the App developer/designer to choose to implement any filter or protection to prevent downloading too large files.

As a side note:

if the 3D model (header) file is large, it may stil fit in memory, but there will be chances that the graphics subsytem (GPU/graphics hardware) of your device will not be able to render such a big mesh (i.e. even though it fits in memory, the vertex/polygon count might be too large and thus too expensive for rendering on a mobile device);

in addition to that, OpenGL "ES" (as opposed to standard OpenGL for PC) has an implicit limitation to the maximum number of vertices of a mesh; such a limit is set to about 65,000 vertices per mesh.

So, this is also an important contrain to consider.



Thank you very much :)

December 14, 2012 - 7:50am #2

Thank you very much :)

You're welcome

December 16, 2012 - 1:40am #1

You're welcome

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