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2D Image is not displaying after 2ft distance

Hi everyone ,

I have implemented an iOS app using the Image Target Sample .  Its functionality is detect the Image ( displayed the 2d Image on the Target Image ) and display the distance from the Target Image .My problem is detection and distance are working fine upto 2 ft . But after 2 ft it is detecting the Image but not displaying the 2D Image on the Target Image .   I have used the below code . Please tell me what will be the issue ? Thanks in advance

            const QCAR::Trackable* trackable = state.getTrackable(0);                        QCAR::Vec2F targetSize = ((QCAR::ImageTarget *) trackable)->getSize();                        QCAR::Matrix44F modelViewProjection;                        ShaderUtils::translatePoseMatrix(0.0f, 0.0f, kObjectScale,                                             &modelViewMatrix.data[0]);            ShaderUtils::scalePoseMatrix(targetSize.data[0], targetSize.data[1], 1.0f,                                         &modelViewMatrix.data[0]);            ShaderUtils::multiplyMatrix(qUtils.projectionMatrix.data,                                        &modelViewMatrix.data[0] ,                                        &modelViewProjection.data[0]);                        glUseProgram(shaderProgramID);                        glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0,(const GLvoid*)obj3D.vertices);            glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0,(const GLvoid*)obj3D.normals);            glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0,(const GLvoid*)obj3D.texCoords);                        glEnableVertexAttribArray(vertexHandle);            glEnableVertexAttribArray(normalHandle);            glEnableVertexAttribArray(textureCoordHandle);                        glActiveTexture(GL_TEXTURE0);            glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);            glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE,                               (GLfloat*)&modelViewProjection.data[0] );            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,(const GLvoid*)obj3D.indices);