Hello,
Please find the native (C++) API documentation for the pre-10.0 Engine release (v9.8) here:
https://library.vuforia.com/sites/default/files/references/9.8/cpp/index.html
Thanks,
Vuforia Engine Support
Hello,
Please find the native (C++) API documentation for the pre-10.0 Engine release (v9.8) here:
https://library.vuforia.com/sites/default/files/references/9.8/cpp/index.html
Thanks,
Vuforia Engine Support
Hello,
It has come to our attention that changes in the behavior of the Android Build Tools (starting with version 25? we are unclear on the exact number) can affect the performance of device database loading times of the Vuforia SDK.
For smaller databases (less than 10 images), the effect may not be noticeable. However, for larger databases, the time to load can take several seconds or longer.
A previous thread has described a few different approaches to handling an Android app that exceeds 100mb in size: https://developer.vuforia.com/forum/faq/unity-how-can-i-handle-large-android-apps
This thread will provide a small example of how to load a dataset from the obb file when using the split binary option.
Issue explanation: a blank screen appears for a few moments (it's usually less than half a second), after the target was detected
When?: right after a target is detected, and the video is right about to start (PLAYING state)
If you are using or planning to use the Android Studio IDE, here are some notes about how to import and build the Vuforia samples:
This is a list of common questions, issues and how-to topics related to using the Vuforia SDK onm the Android platform:
https://developer.vuforia.com/forum/faq/android-how-do-i-replace-dataset-image-targets-sample
OpenGL ES is the standard for rendering 3D content on mobile platforms.
The general procedure on how to build and run a Vuforia sample app is described in this page:
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