using threejs to create a sphere with texture.
in Chrome (41.0.) on Samsung Tab 4 (Android 4.4.2) I am getting the following console:
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
causing my controls to stop working.
sphere and texture are loaded.
any ideas?
------ UPDATE
threejs examples of DeviceControls not working on Samsung Tab4. Looks like more a device specific issue.
Related
I am trying to show feed from IP Camera to android Application. I have code working for all devices except android Pie. Can't figure out the problem, below attached is the logcat, android code for camera feed and Manifest file.
Files
Any hint would be appreciated.
Did you tried with Camera2 api?
I am evaluating Unity3d 2017.4.2f2 with Vuforia and Xcode 9.3 for an AR App and have the problem, that the camera background works in the simulator but not on the iPad pro with iOS 11.3,1.
It seems to be a known problem and I checked nearly every solution including using XCode9.2 and copying the device config, deleting Metal from the Vuforia Settings, creating new AR Cameras, even the latest Unity3D beta and whatnot. The background does not show up and I get the following error:
2018-05-03 14:53:33.396112+0200 ProductName[2340:1694266] ERROR/AR(2340) 2018-05-04 14:53:33: CameraDevice::getCameraCalibration(): Failed to get camera calibration because the camera is not initialized.
and
cameraDeviceStartCamera
2018-05-03 14:53:33.460389+0200 ProductName[2340:1694266] ERROR/AR(2340) 2018-05-04 14:53:33: VideoBackgroundConfig with screen size of zero received, skipping config step
If there is anything else I can do or that points me into the right direction is appreciated. many thanks in advance
Just to be sure check if you did all of this:
In player settings enable Vuforia's support
Go to player settings >> Other Settings and check Camera Usage Description field
Then you can try one of the following suggestions:
change the Target resolution to native (default device resolution)
set the graphics to be OpenGLES2.0 instead of automatic
If this doesn't work you can also try to delete the meta data of the camera controller script.
Removing Unity3D completely and reinstalling the latest Unity3D version and the VuforiaSupportInstaller-Mac-7-1-35 solved it. Both accessible via the Vuforia Download page
After a new tango core update (version 1.48:2016.....:unstable) that my Lenovo Phab2Pro auto updated today, the Tango3DR_textureMeshFromDataset function is not working anymore, with an error code of -3 (It worked fine with the last tango core version)
In the logcat output I get the following message:
mesh_painter_adapter.cc:85 Source camera not available; source_camera_=16 available_cameras_mask=4096
Anyone know how to fix this? Do I need to change some permissions or something?
So the solution was to change the config_dataset_recording_mode.
Previously, setting the mode to TANGO_RECORDING_MODE_SCENE_RECONSTRUCTION
was sufficient to do reconstruction with textured meshes. With the caporales update, it seems that it is required to set the mode to TANGO_RECORDING_MODE_ALL for getting the textured 3d reconstruction to work.
We are seeing a lot of OpenGL problems with our Android app running under ARC on either Chrome on the desktop or on Chromebook.
We use OpenGL ES1 for our drawing. This same code works fine on iOS, Android and Mac. However when running under ARC we see blank rectangles where our text should be. Other drawing comes out at a vastly wrong scale. There are lots of obscure OpenGL errors in the Logcat.
Are others having these problems? I was wondering if it was because we are still using OpenGL ES1.
ARC is still in Beta so I wouldn't expect things to run flawlessly. Try updating your graphics drivers. That should do the trick.
[https://downloadcenter.intel.com/search?keyword=2nd+Generation+Intel%C2%AE+Core%E2%84%A2+Processors+with+Intel%C2%AE+HD+Graphics+3000%2F2000][1]
I tried to the code from Fastest 2D frame rate possible with android NDK, my try included, better options available? ,
but textures didn't show, just filled with black.
who can show me a example of how to use textures in android ndk with opengl es 2.0?
Thanks!
my phone is Moto Milestone with android 2.1.