three.ar.js | helper three.js library | Augmented Reality library
kandi X-RAY | three.ar.js Summary
kandi X-RAY | three.ar.js Summary
WebARonARKit and WebARonARCore are experimental apps for iOS and Android that let developers create Augmented Reality (AR) experiences using web technologies. three.ar.js makes it easier to create these experiences by providing helper classes and utilities on top of the three.js 3D library, which interfaces with the WebVR Extension for AR exposed by WebARonARKit and WebARonARCore. For example:. See three.ar.js API documentation for details.
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Top functions reviewed by kandi - BETA
- WebGL Renderer .
- Creates a new ColorState object .
- Creates a GL context
- WebGL Constructor .
- Shows the shadow map .
- Initialize WebGL renderer .
- Creates state object representation of parsed object .
- Sets the program state from the shader object .
- Parses a json model from a JSON representation .
- Constructs a polygon geometry .
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QUESTION
Don't really know how to formulate the question but i got some pictures that might make things clear. In the ones i conveniently called 'bad aspect' you can see the video being a bid skewed/warped/stretched. The good and the bad one are based off the same demo project: https://github.com/google-ar/three.ar.js/blob/master/examples/spawn-at-surface.html I made printscreens on my smartphone with both apps where i hold my phone in portrait mode and then turn it diagonally.
And i think the clue can be found here:
It makes drawingbufferheight into 4096 and i think it should be 5661, like the viewportheight. Tried changing it manually but i can't seem to make that work. Any ideas or clues?
(Using three.js, three.ar.js and the webVR API)
edit: some code:
...ANSWER
Answered 2018-Jan-01 at 20:42Although I am using Unity, this was an observed issue with ARCore Preview 1. Are you using Preview 1 or 2? If 1, I suggest you update to preview 2 to see if it fixes the issue. If the issue is not fixed on Preview 2 you should report it in ARCore github issues.
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