whwayne / andar

Automatically exported from code.google.com/p/andar
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Extending renderer #21

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
I'm integrating min3d with AndAR for loading models (OBJ, 3DS...). In order
to do it I've had to extend AndARRenderer and instantiating my own
renderer. There're two changes needed at the code:

1.- AndARRenderer.onDrawFrame shouldn't be final.
2.- AndARActivity (which I also extend) shouldn't override its renderer
attribute (which should have accessors) if it's not null.

Do you think it might be interesting? I'm able to load OBJs and 3DSs now,
which is quite c00l :)

Original issue reported on code.google.com by juanigna...@gmail.com on 4 Jun 2010 at 10:44

GoogleCodeExporter commented 8 years ago
Wow, thats cool! Gotta try it myself! How bout the 
framerate? Any animated model yet?

Original comment by Gnic...@gmail.com on 6 Jun 2010 at 5:29

GoogleCodeExporter commented 8 years ago
No animated model for the moment. ~5fps with camaro model right now. 

Original comment by juanigna...@gmail.com on 7 Jun 2010 at 7:42

GoogleCodeExporter commented 8 years ago
ok that sounds interesting, indeed. thanks for your work.
1.- It is intended to be final
Therefor you may register a custom renderer:
void setNonARRenderer(OpenGLRenderer customRenderer)
2.- because of 1. there is no need to access the AndARRenderer.

Though I'm open to  sensible API extensions/changes. Tell me if the above is 
not 
working for you.

Original comment by tdomhan on 7 Jun 2010 at 11:05

GoogleCodeExporter commented 8 years ago
I don't think I can use nonARRenderer. Keep in mind that I use min3d instead of 
AndAR
renderer in order to render models on top of markers. I'll rethink this ASAP 
anyway ;)

Original comment by juanigna...@gmail.com on 7 Jun 2010 at 11:31

GoogleCodeExporter commented 8 years ago
Can you override ARObject to do your custom rendering on the markers? So you 
would put your custom rendering code in the draw() routine of the new class.  

Original comment by suzy...@gmail.com on 8 Jun 2010 at 1:03

GoogleCodeExporter commented 8 years ago
That's the biggest design problem. Min3d does the rendering at the render, but 
AndAR does it at the object. I'm looking for a way to combine it without having 
o touch the libraries code.
Stay tuned :)

Original comment by juanigna...@gmail.com on 8 Jun 2010 at 3:07

GoogleCodeExporter commented 8 years ago
you might create a class implementing OpenGLRenderer, which calls the according 
methods of the renderer of min3d. now just add this class as a "nonARRenderer".
how about that?

Original comment by tdomhan on 8 Jun 2010 at 7:58

GoogleCodeExporter commented 8 years ago
I'm trying that way, gimme some hours :)

Original comment by juanigna...@gmail.com on 9 Jun 2010 at 6:58

GoogleCodeExporter commented 8 years ago
how are things going?

I released the AndAR Model Viewer as open source btw.
http://code.google.com/p/andar/source/browse/#svn/trunk/AndARModelViewer

Original comment by tdomhan on 10 Jun 2010 at 7:34

GoogleCodeExporter commented 8 years ago
Busy with other stuff :( I'll report ASAP.

Original comment by juanigna...@gmail.com on 11 Jun 2010 at 8:10

GoogleCodeExporter commented 8 years ago
whats happened with this btw?

Original comment by chris.cl...@googlemail.com on 5 Jan 2011 at 10:35

GoogleCodeExporter commented 8 years ago
I haven't developed nothing else :(

Original comment by juanigna...@gmail.com on 5 Jan 2011 at 11:01

GoogleCodeExporter commented 8 years ago
can you give the source code to load obj file with andar without marker?

Original comment by hendyevan on 29 Mar 2012 at 3:46

GoogleCodeExporter commented 8 years ago
dear juanigna...Could you use min3d with andar?

Original comment by s.masjed...@gmail.com on 14 Dec 2013 at 9:35