I would like to use Qualcomm's Augmented Reality SDK (Vuforia) with the min3D library and load obj model. How can I merge QCAR (Vuforia) with min3D? How to apply the projection and modelview matrixs of QCAR (Vuforia) to min3D? So that the scene is rendered correct in min3d.glsurfaceview? Has anyone developed an example?
There are plenty of OBJ file loaders for C++. Check the following answer for more information.
Lightweight OBJ mesh file loader for C/C++?
Rendering a mesh in Android NDK is not simple as you think, you need to learn OpenGLES for that. Instead you can use many rendering engines that are already ported to Android NDK. I use Irrlicht for rendering our game. The Android port is very stable for basic rendering needs. There is already many 3d mesh format loaders built in with Irrlicht
Related
So after spending time looking around, I am not sure how I would even go about loading and using a glTF file I have found and want to use for my OpenGL ES 3.0 program.
Are there are loaders or am I charge of extracting all the data from the glTF file?
EDIT:
I am developing on Android API 24 with NDK to use OpenGL ES 3.0
AFAIK, as of today (April 2017), there is no easy/official way to load & draw a GLTF model in native/mobile environments - the webgl ecosystem is currently more friendly.
GLTF being quite young, you would have to find some code around, or build your own.
Another alternative would be to try to use assimp to convert your GLTF model to a format that you can easily display.
Check out the ATW Vulkan Sample from Khronos Group
I need to create a Mac app which shows 3D models and those should support the multi touch events. This will be run in a Mac computer and the touch screen will be a Mac OS X touch screen. I will be using Unity3d to create the 3D models in a scene. I want to know how I can integrate these Unity models/scenes to my Mac App.
One option is to embed Unity web player to my Mac app. But the issue is in the Web player it doesn't seem to recognize multi touch events like pinch zoom
So the other option is to integrate/embed the unity3d models to my app directly. But I've no clue how to do that. In the Unity build options I can build for Mac standalone. But it creates a .app file directly. So I don't think I can use that to integrate with my Mac app.
Any help on this is really appreciated
Thanks
why bother making a second app and integrating the unity app into the first.
Why not just make the whole thing in Unity ?
forgot to mention.. there are a couple of free Unity demo's that illustrate how to create or modify meshes procedurally (if you are trying to make anything more complex than basic primitive shapes)
What kind of 3D models are you trying to make? Unity3D can only make primitives and really isn't designed for 3D modeling. So if you are trying to make more than just boxes, spheres, etc. you will need another program. Blender is free and works well with Unity. There is a plug in here that will allow you to make 3D models in Unity. http://gamedraw.mixeddimensions.com/ I haven't tried it myself but they have a free version you could try before buying the full plugin to see if it will fit your needs. I agree with the previous reply that if you are going to use Unity you might as well make the whole app in Unity.
I am about to find a 3d engine which is capable of importing 3d models, detect their collisions and support joints. It's needed for an interactive animation and no platform is specified jet. I would prefer to code Javascript or AS3, but I think to be able to handle this with Java too.
Does Away3d support this? Is their a plain 3D collision detection framework I could use additionally to it? Which is the easiest Java Framework and which creates best Quality?
BTW.:
Proprietary Frameworks might also be an possibility, but I just do not any.
Greetings philipp
Away3D has Awayphysics library that is alchemy port of C++ engine and show very good performance. Away3D has clean readable source code and documentation + good set of example projects. It has 3ds max plugin that can export scene and generate code to render it. Support popular formats like 3ds, obj... and You can write importer plugin for own format. All so developers are pretty cool guys that answer questions on forum :)
For JavaScript the most popular engine is three.js Look what it can do.
General thoughts:
WebGL support isn't good at this time(sometimes it depends not only on user browser but all so on drivers) and You will need to deal with cross browser headache. Flash isn't supported on IOS and get kicked more and more from device browsers. But there is cross-platform adobe air for standalone apps.
Javascript, in my opinion, isn't good for writing such projects and its debugging can cause permanent brain damage. WebGL shader language is GLSL that has nice C-like syntax. Ordinary Flash shaders are written on assembler but You may try pixelbender3d. At this time Flash shaders more limited than WebGL(for example you can't fetch texture in vertex shader) but it's done to make Flash more compatible and it's not a problem for most cases. WebGL is tightly integrated with page.
If you want java WebGL and like pain try GWT 3D engines or gwt-elemental and there is tree-js port at early stage.
x3dom is declarative WebGL 3D engine with fallback to Flash it is ez but pretty limited and unstable.
I'm currently developing a consrol software for a camera that delivers 14 bit/sample grayscale images (specifically it's a scientific x-ray camera).
So far I just used the upper 8 bits and passed those to a QImage, so that I could see something. However now I need to show all detail, a widget that supports HDR and tone/pseudocolour mapping is needed.
Before I start developing such a widget and subclass QImage for HDR support I'd like to know if someone already did this for Qt and published the source under LGPL.
VTK has really good Qt widgets and supports everything what you may need for medical imaging.
Currently we use ParaView. ParaView is based on VTK and Qt, fully open source and easily extensible.
All over where I read about the Collada file format I see some hint as to how integrated Collada is to OpenGL ES - or the other way. How integrated is it really? I suspect not, but are there functions that directly work with Collada files? - or even parts of Collada files? Or do I need to create my own parser from the ground up?
You need to create your own parser, OpenGL or OpenGL ES doesn't have any model/mesh loading functionality, that's the developer's responsability.
I think this is about COLLADA FX - a 'meta' way of describing shaders. See "How does Collada FX integrate with OpenGL ES and OpenGL?" in the faq. The other stuff you still have to do yourself or find a library for.