On Thu, Jul 5, 2012 at 12:47 PM, santy wrote:

> Yes, of course I have been trying with all the frameworks I have found 
> (LooakAR, min3D...) and I am sure I can do what I need with them but I 
> don´t know how. I wrote here in order to find someone who has done exactly 
> the same I have to do (there must be a lot) and to know how they did it (I 
> need a tutorial that explains it or some advices).
>
> Thanks
>
>
> El jueves, 5 de julio de 2012 19:40:21 UTC+2, Nobu Games escribió:
>> https://www.google.com/search?q=Android+Augmented+Reality
>
>
You need to make use of SensorManager and register a SensorListener in 
order to construct a device rotation matrix. Luckily Android already 
provides a method that calculates that matrix which is ready for use in 
OpenGL:

SensorManager.getRotationMatrix()<http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix%28float[],%20float[],%20float[],%20float[]%29>
.

*This matrix is ready to be used by OpenGL ES's glLoadMatrixf(float[], 
int)<http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html#glLoadMatrixf%28float[],%20int%29>.
 
> *
>
> * Note that because OpenGL matrices are column-major matrices you must 
> transpose the matrix before using it. However, since the matrix is a 
> rotation matrix, its transpose is also its inverse, conveniently, it is 
> often the inverse of the rotation that is needed for rendering; it can 
> therefore be used with OpenGL ES directly. *
>
You also may want to implement an algorithm that reduces the noise from the 
sensor data, otherwise the 3D objects will jitter on the screen. The 
simplest approach is calculating a median and / or weighted average over 
time.

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