ARCore integration in the form of a plugin based on XRInterfaceExtension
Describe the problem or limitation you are having in your project
The camera feed being provided by ARCore using GL_TEXTURE_EXTERNAL_OES, we need a way to give it to Godot.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a camera feed function that initializes a buffer as GL_TEXTURE_EXTERNAL_OES on Android
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The ARCore plugin needs to work as follows:
// Initilazing the feed in a way that it uses GL_TEXTURE_EXTERNAL_OES to create the buffer
feed->set_external(width, height); // open to name suggestion
// Giving the feed handle to ARCore,
ArSession_setCameraTextureName(ar_session, feed->get_texture_tex_id(CameraServer::FEED_YCBCR_IMAGE));
Describe the project you are working on
ARCore integration in the form of a plugin based on XRInterfaceExtension
Describe the problem or limitation you are having in your project
The camera feed being provided by ARCore using GL_TEXTURE_EXTERNAL_OES, we need a way to give it to Godot.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a camera feed function that initializes a buffer as GL_TEXTURE_EXTERNAL_OES on Android
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The ARCore plugin needs to work as follows:
This would in turn make use of something like :
And would be drawn using something like this in RasterizerSceneGLES3:
If this enhancement will not be used often, can it be worked around with a few lines of script?
This can't be done in script
Is there a reason why this should be core and not an add-on in the asset library?
This is the most important requirement for ARCore to be made available for Godot as a plugin