Search found 661 matches

by philip_lamb
Tue Oct 24, 2017 3:20 am
Forum: ARToolKit for Desktop v5.x
Topic: Detecting ANY Barcode Marker
Replies: 1
Views: 94

Re: Detecting ANY Barcode Marker

The native SDK can report any barcode marker, but this isn't exposed in the wrapper at present.
by philip_lamb
Tue Oct 10, 2017 7:17 pm
Forum: ARToolKit for Android
Topic: Calibration Server Error
Replies: 2
Views: 121

Re: Calibration Server Error

The calibration server that previously worked with the ARToolKit v5.x calibration tool has been taken offline. You can set up your own calibration server using the source at github.com/artoolkit/artoolkit6-calibration-server, and then run calibrations using the apps at either https://github.com/arto...
by philip_lamb
Sun Aug 20, 2017 1:25 pm
Forum: ARToolKit for Desktop v5.x
Topic: Barcodes 6x6 creation
Replies: 4
Views: 209

Re: Barcodes 6x6 creation

I've relocated it to http://au.gmented.com/app/marker/marker.php . But I would not recommend barcode markers without error correction, and the 6x6 type has no error correction.
by philip_lamb
Sun Jun 18, 2017 4:49 pm
Forum: ARToolKit v6.0
Topic: Rotating to portrait mode (iOS) flips & unsyncs the tracking rotation
Replies: 8
Views: 391

Re: Rotating to portrait mode (iOS) flips & unsyncs the tracking rotation

The intention is that on iOS and Android, device orientation is taken into account. I can confirm that at present it's not working the way that was intended, and it did work in the past, so it looks like a bug has crept in somewhere. I'm looking into this.
by philip_lamb
Sun Jun 18, 2017 3:12 pm
Forum: ARToolKit for Desktop v5.x
Topic: Config video
Replies: 2
Views: 145

Re: Config video

Moving this to ARToolKit v5 forum.
by philip_lamb
Wed Jun 14, 2017 6:20 pm
Forum: ARToolKit v6.0
Topic: ARToolKit6 interaction with opengles2 objects iOS
Replies: 2
Views: 137

Re: ARToolKit6 interaction with opengles2 objects iOS

ARToolKit v6 doesn't currently provide any example of interaction with the virtual environment contents; this is typically quite dependent on the user's application.

What kind of interactions would be useful to you?
by philip_lamb
Wed Jun 14, 2017 3:59 pm
Forum: ARToolKit v6.0
Topic: ARToolkit6 - Nexus5x displays incorrectly. how raise issues?
Replies: 5
Views: 259

Re: ARToolkit6 - Nexus5x displays incorrectly. how raise issues?

What version of Android are you running on the device? If running Android 5.1 or later, it should be using Camera2 API and taking sensor orientation into account.
by philip_lamb
Wed Jun 14, 2017 3:57 pm
Forum: ARToolKit v6.0
Topic: Android ARTracking Sample App Change Markers
Replies: 18
Views: 670

Re: Android ARTracking Sample App Change Markers

One other trap if you're adding your own market JPEGs into your app... if overwriting an existing app on the device, be sure to increment the version integer in your build, otherwise the AssetHelper won't update the cached data, and you will get a failure to load the new JPEG.
by philip_lamb
Wed Jun 14, 2017 3:55 pm
Forum: ARToolKit v6.0
Topic: Android ARTracking Sample App Change Markers
Replies: 18
Views: 670

Re: Android ARTracking Sample App Change Markers

Hi Daniel, So I replaced the 0 with 30 since my marker is 30 mm for both width and height, but the queryMarkerVisible method called in the ARTrackingRenderer's draw function is still returning false, which means the cube is not being drawn. In the string "square_barcode;0;80", if 0 is the...
by philip_lamb
Wed Jun 14, 2017 3:48 pm
Forum: ARToolKit v6.0
Topic: Unreal Engine 4 Support for ARTK6?
Replies: 5
Views: 273

Re: Unreal Engine 4 Support for ARTK6?

When we get to full open-source, we hope that some of the great developers who did Unreal Engine implementations for ARToolKit v5 will be able to update their code for ARToolKit v6. Many of the difficulties posed by ARToolKit v5's texture tracking are addressed in ARToolKit v6 (e.g. no longer any ne...
by philip_lamb
Wed Jun 14, 2017 3:44 pm
Forum: ARToolKit v6.0
Topic: Unity 5.6 xcode error
Replies: 2
Views: 285

Re: Unity 5.6 xcode error

Unfortunately this is due to a packaging error on our part. You can fix this by copying libboost_serialization.a from ARToolKit v6 for iOS into the Plugins/iOS folder. If you need more detail, please see Dan's answer here for the solution to this problem: https://archive.artoolkit.org/community/foru...
by philip_lamb
Wed Jun 14, 2017 3:43 pm
Forum: ARToolKit v6.0
Topic: ARToolkit 6 release date for Windows version
Replies: 4
Views: 351

Re: ARToolkit 6 release date for Windows version

Thank you for your reply. I don't want to pin you down to a specific date, but if you could give me a ballpark answer, that would be appreciated. Will the next release be in a few days, a few weeks, or a few months? In the order of weeks. Our goal is by the end of July, but may shift depending on t...
by philip_lamb
Wed Jun 14, 2017 3:42 pm
Forum: ARToolKit v6.0
Topic: Unable to build Unity test scene
Replies: 7
Views: 496

Re: Unable to build Unity test scene

The Windows Subsystem for Linux is definitely not going to help you here. There is no video input subsystem support provided in that environment.

The only option until we complete the Windows support is to run in Unity on macOS or Unity on Linux. Sorry about that.
by philip_lamb
Wed May 03, 2017 2:08 pm
Forum: ARToolKit for Unity
Topic: Build errors on iOS-Unity
Replies: 2
Views: 307

Re: Build errors on iOS-Unity

This should be an easy fix. Unity doesn't know about some of the dependencies that libARWrapper has. Go into the project build settings, and add the following to the link inputs: libz, libsqlite3. Let us know if you need more specific help to do that.
by philip_lamb
Sun Apr 30, 2017 5:13 pm
Forum: AR software design and development
Topic: Non-HMD Optical See-Through Advise
Replies: 1
Views: 297

Re: Non-HMD Optical See-Through Advise

If you're not using video see-through, then the projection matrix generated by ARToolKit from the calibrated camera parameters is not used. So in your problem above #2 will not come from ARToolKit. Instead, you'd calculated the viewing frustum using an asymmetrical viewing frustum which you would ca...

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