Ok guys i went through a lot of ontopic posts,but none fix me,I'm working on the ImageTarget sample project
i replaced the image target,was trying to replace the 3D model with some free collected 3D model
i did choose the famous banana.h, and its texture,the texture loaded easily
const char* textureFilenames[] = { "banana.png" // "TextureTeapotBrass.png", };
I did change the cordinates of model inside setup3dObjects method,with banana's.
for (int i=0; i < [textures count]; i++) { Object3D *obj3D = [[Object3D alloc] init]; obj3D.numVertices = bananaNumVerts; obj3D.vertices = bananaVerts; obj3D.normals = bananaNormals; obj3D.texCoords = bananaTexCoords; // obj3D.numIndices = NUM_TEAPOT_OBJECT_INDEX; // obj3D.indices = teapotIndices; obj3D.texture = [textures objectAtIndex:i]; NSLog(@"obj width:%d",obj3D.texture.width); [objects3D addObject:obj3D]; [obj3D release]; }
The dataset loaded successfully,the target was identifyed and also the frame rendered, i printed the obj3D's(the rendering 3D model) properties inside renderFrameQCAR,it's printing.
The problem is,there's no banana is on screen...! i think i'm missing something silly, anyone point me please, i'm going mad
HI ullash,
I am also faced same issue fixed with adding glEnableClientState(GL_TEXTURE_COORD_ARRAY) after glTexCoordPointer(2, GL_FLOAT, 0, bananaTexCoords) to make it finally accept the texture.
Thanks,
P.Uthaman