Thank you very much Nobu. And is it possible to place the 3D object just to 
see the object with the camera on its position without using the GPS???


El jueves, 5 de julio de 2012 20:02:03 UTC+2, Nobu Games escribió:
>
> 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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