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Hi,
Which device are you using, and are you using the native SDK or Unity?
Can you describe the flickering? Do you mean the whole screen flashes, or the augmentaion comes & goes, or something else? I have just run ImageTargets (native) on an iPhone 4S with iOS 5 and it looks OK.
-- Steve
Hi zakharm, marchinram and sdelaroq,
We're keen to learn more about this problem you have observed.
We've tested with iOS5 on an iPhone 4 and 4S, with the native sample apps, and with 3rd party released apps (both native and Unity based) and haven't seen what you are reporting.
Can you help us by
I tried the ImageTargets from qcar 1.0 and it is not flickering in iOS 5, not sure why this is happening, when I ran my app before on iOS 4 there was no problem. My app just displays textured quads and cycles through them like a flipbook animation, anyone have any idea why this would be happening?
So as an early prediction, dependent on the results of the others, it suggests that there's a change in OpenGL behaviour in iOS5.
(One common source of flickering in OpenGL is apparent co-planar surfaces - where two surfaces are drawn closer together than the resolution of the depth buffer.
Mosr, I sent you a private message under the username [email]info@thematerialgroup.com[/email], forgot to switch usernames, let me know if you need me to resend, also I noticed I'm getting this warning alot:
WARNING: -[ setMinFrameDuration:] is deprecated.
The deprecation warning is harmless - Apple normally post these warnings if they are considering removing the API in the next major version (presumably 6.0?).
[QUOTE=thematerialgroup]Mosr, I sent you a private message under the username [email]info@thematerialgroup.com[/email], forgot to switch usernames[/QUOTE]
Hi - I've responded to your message via private and e-mail messages - can you confirm which of those you've received - I'm having some problems
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