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Vuforia SDK 9.3.3 with Filament 1.8.1 as rendering engine

August 30, 2020 - 11:58pm #3

Hello everybody,

with the new Vuforia's sdk 9.3.3 the jni's interface bindings for Android that were deprecated in a previous release have now been removed.

In this case, if you wanted to integrate filament as a rendering engine, is it reasonable to think that the only possible way is to write natively in c++?

Have any of you already faced this kind of implementation?

 

Best Regards,

Luca

Vuforia SDK 9.3.3 with Filament 1.8.1 as rendering engine

September 2, 2020 - 6:59am #2

Hi,

Yes, you are correct. In our native samples we show how to achieve this for Kotlin on Android. Please note that our samples does not map 1-1 our API to Kotlin, but exposes functional code to the Kotlin application code.

The android native samples are available for download here: https://developer.vuforia.com/downloads/samples

C++ API reference: https://library.vuforia.com/content/vuforia-library/en/reference/cpp/index.html

Thank you.

Vuforia Engine Support

Vuforia SDK 9.3.3 with Filament 1.8.1 as rendering engine

September 4, 2020 - 9:56am #1

Hi mcotora,

it looks like that the Renderer class is looking for a GLSurfaceView in view hierarchy and if this surface is not present in the hierarchy the renderer is not able anymore to work properly.

I am a bit lost here, does Vuforia (on android) need a gl context to work? As far as I understand Vuforia is using a GLSurfaceView to render its stuff into a GL texture.

Is there any other way to access the camera's frame at this point? I would like to use filament for rendering stuff (camera's feed, models and so on) and Vuforia for all the AR's parts. 

 

Best Regards,

Luca

 

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