Closed PyryM closed 7 years ago
i think i understand what is happening.
three.js examples got the display issue fixed (cc @blq) but the aframe doesnt have it yet.
TODO in context, change sourceWidth/sourceHeight by canvas height
@PyryM it should work now. tell me how it goes
<a-scene stats embedded artoolkit='sourceType: webcam; sourceWidth: 240; sourceHeight: 180; maxDetectionRate: 30; detectionMode: mono'>
change sourceWidth into canvasWidth, and the same for canvasHeight
i did a mobile-performance for a-frame too
https://github.com/jeromeetienne/AR.js/blob/master/aframe/examples/mobile-performance.html
Now it looks pretty similar in both threejs vs aframe on mobile: in landscape they are identical, and in portrait they seem to be at the same base resolution, but with slightly different cropping.
perfect. thanks for reporting this
If the sourceWidth, sourceHeight, displayWidth, and displayHeight are set the same in the aframe wrapper and the pure three.js version, in desktop (win10 x64, chrome 56.0.2924.87) both produce nearly identical outputs as you would expect (3js on left, aframe on right):
In mobile (OnePlusOne, android 6.0.1), however, the same two webpages produce drastically different outputs (3js on left, aframe on right):
Note that, in addition to the different aspect ratio and cropping, the aframe version seems to be at a lower resolution.
The two webpages are: https://jeromeetienne.github.io/AR.js/three.js/examples/mobile-performance.html https://hypogeum.info/misc/aframe_arjs_lowquality.html
The aframe example is exactly the example code from the readme, except with the settings changed to mirror the three.js mobile example: