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Landscape mode

June 20, 2012 - 2:24am #1

Hi,

I have integrated Qualcomm augmented reality SDK with the app (and it is awesome how easy the integration was), however I ran into one problem.

AR SDK assumes that the application runs in the Portrait mode, however my app runs in the Landscape mode therefore our coordinate systems do not match.

The solutions could be:
1. Change my app to work in Portrait mode
2. Somehow tell AR SDK to work in Landscape mode.

The second way should be easy and preferred however I have not find a solution for this yet.

Is there any way to tell SDK to give me modelview matrix for Landscape mode?

Thanks.

Landscape mode

July 7, 2015 - 3:04am #9

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Landscape mode

July 12, 2012 - 2:33am #8

Hi shader,

Ok, I think I understand.

I have had a dig around and cannot see any settings regarding this in the QCAR library. 

One reason it might be like this possibly is due to the way the camera feed comes through, but I am not sure.

N

Landscape mode

July 11, 2012 - 12:43pm #7

The only problem is that the post matrix that comes from the AR library is for the portrait mode (that is how camera sees the picture), not for landscape. That is what my first question was about.

Landscape mode

July 5, 2012 - 2:40am #6

Hi Shader

The rotation code you have highlighted basically just rotates the camera view in oredr to keep up with the autorotation of the device.

As far as an application is concerned, all it needs to do is to get the pose matrix and use that as the basis for drawing.  That's how all the samples work.

 

HTH

N

Landscape mode

July 3, 2012 - 10:49pm #5

I see the code in this function sets layer transform:

 

    arView.layer.position = pos;

    CGAffineTransform rotate = CGAffineTransformMakeRotation(rot * M_PI  / 180);

    arView.transform = rotate;  

 

Does it mean I will have to draw my OpenGL view in portrait as the rotation is performed on the layer transform itself? Basically this is something I would like to avoid.

 

//Max

Landscape mode

June 26, 2012 - 1:52am #4

Hi Shader

Apologies for the delay.

You need to look at ARParentViewController as it is this class that detects and handles the auto-rotate with lines such as:

[arViewController handleARViewRotation:self.interfaceOrientation];


Basically you need to replicate the functionality currently within these classes within your own setup so that everything gets called as it should in the right place and then it ought to work as expected.


HTH


N


Re: Landscape mode

June 20, 2012 - 7:31am #3

Thank you for your reply. I can see handleARViewRotation in the ARViewController.mm and it sets the transform for the layer. However I do not use this class and use my own EGLView. My view just lets iOS handle all the rotations (two landscape modes).

Do I have to set the layer transform in the orientation handling function? I'm not sure how SDK detects the orientation is works in?

Thank you.

Re: Landscape mode

June 20, 2012 - 6:47am #2

hi Shader

The SDK does support both orientations as the iOS code handles the autorotations which make the necessary changes in handleARViewRotation.

What platform are you using?

N

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