I'm developing an overlay by hooking DX11 APIs. Now it shows in some DX11 games but doesn't in some others. Also, it shows in some scenes and doesn't in some others of the same DX11 games.
Does anyone know what the problem it can be? How can I do debugging on it?
I can supply further information if you would like to know more.
Thanks.
Depends where you are hooking your overlay. If you hook Present(), it should show up on the backbuffer. Also be sure your state is saved & restored properly. Direct3D 11 doesn't have native state blocks, so you have to roll your own.
Related
I am new to WebAR, but I have experience with building AR scenes with Unity3D and software such as Vuforia and 8thWall.
I have a question with the markers with AR.js. Why are they stuck with the thick black border? Is the software not able to just recognize a unique image like how Vuforia and Wikitude works? I apologize for how naive I may be when it comes to WebAR, however, I see this as an issue for the adoption rate of this technology if developers cannot use truly custom images and patterns. Is there a solution available that I may have missed somewhere? What happens if someone deletes/erases the big black border on the marker? Does it still work?
Thanks to anyone who can shed some light on this!
Ar.js uses artoolkit and therefore is marker based. If you want to use it, there is not much you can do about it. Still You can have unique images inside the black box but not much else.
Worth mentioning, it is possible to make the borders thinner, there's even a branch - work in progress worth looking into.
Aframe-argon tried integrating aframe and vuforia, but i'm not sure if it's up to date.
I'm working on an application where the concept is that you can 'select' objects before actually placing them. So what I wanted to do was have some low quality objects on a shelf or something like it. When the user selects the object he then can tap to place the high quality version of the object in his area for further viewing.
I was wondering if it's possible with vuforia. I wanted to use this platform since it works well from what I could tell and it's cross platform (The application needs to be for android and the HoloLens).
I have set up the basic application where you can place a capsule in the area. Now I wanted to automatically place the (in this case capsule) once vuforia has detected a ground plane. From what I could see the plane finder has events that go off when an input is detected, but I couldn't find an event that goes off when the ground plane is detected. Is it still possible with vuforia? I know it's doable with the HoloLens, but I would like to know if it's possible for android or other mobile devices. I really don't know where to start/look for so I hope someone can point me in the right direction.
Let me know if I need to include more information!
The Vuforia PlaneFinderBehaviour (see doc here) has the event OnAutomaticHitTest which fires every frame a ground plane is detected.
So you can use it to automatically spawn an object.
You have to add your method in the On Automatic Hit Test instead of the On Interactive Hit Test list of the "Plane Finder":
I've heard that vuforia fusion, does not yet support ARCore (it supports ARKit) so it uses an internal implementation to simulate ARCore functionality, and they are waiting for a final release of ARCore to support it. Many users reported that their objects move even when they use an ARCore supported device.
I have a made a game for the Xbox 360 using XNA and whilst testing the game the screen seems to dim every 30 seconds. The way it dims is as if I have been away from the Xbox for a while. If I press the Xbox guide it goes back to normal. I've tried googling this issue and i've found a few people who have had the same problem but I couldn't seem to find any replies on those posts. If anyone knows what the issue is and how I could fix it it would be of great help as this is the last kink i'm trying to resolve with my game.
Just to convert my comment into an answer:
Many modern TVs and some monitors have a "dynamic contrast" feature where, if the displayed image is predominantly black, the intensity of the backlight will be reduced.
(Often it's really annoying, just making high-contrast black-background scenes go dark for no reason.)
The backlight can also be turned down as a power-saving feature, kind of like a screen-saver.
You could test on a monitor without this feature, disable this feature in your TV settings, or use a scene that isn't so dark.
I am a very beginner in Objective-C and iOS programming. I spent a month to find out how to show a 3D model using OpenGL ES (version 1.1) on top of the live camera preview by using AvFoundation. I am doing a kind of augmented reality application on iPad. I process the input frames and show 3D object overlay with the camera preview in realtime. These was fine because there are so many site and tutorial about these things (Thanks to this website as well).
Now, I want to make a screen capture of the whole screen (the model with camera preview as the background) as the image and show in the next screen. I found a really good demonstration here, http://cocoacoderblog.com/2011/03/30/screenshots-a-legal-way-to-get-screenshots/. He did everything I want to do. But, as I said before, I am so beginner and don't understand the whole project without explanation in details. So, I'm stuck for a while because I don't know how to implement this.
Does anybody know any of good tutorial or any kind of source in this topic or any suggestion that I should learn more in order to do this screen capture? This will help me a lot to moving on.
Thank you in advance.
I'm currently attempting to solve this same problem to allow a user to take a screenshot of an Augmented Reality app. (We use Qualcomm's AR SDK plugged into Unity 3D to make our AR apps, which saved me from ever having to learn how to programmatically render OpenGL models)
For my solution I am first looking at implementing the second answer found here: How to take a screenshot programmatically
Barring that I will have to re-engineer the "Combined Screenshots" method found in CocoaCoder's Screenshots app.
I'll check back in when I figure out which one works better.
Here are 3 very helpful links to capture screenshot:
OpenGL ES View Snapshot
How to capture video frames from the camera as images using AV Foundation
How do I take a screenshot of my app that contains both UIKit and Camera elements
Enjoy
I want to write something like this: http://www.youtube.com/watch?v=5S4KpCkHDqM I mean, I want to have 2D gaming space, but to have stylized as 3D, so my characters will move on the surface, but will have nice 3D effect. I wounder if Flash/ActionScript will do? Any other suggestions?
Flash and Actionscript can definitely accomplish this. There are at least 2 ways to accomplish the 3D look in 2D space.
The easiest is to do as #Blender said in the comments. Render some 3D images and bring them into flash. There are easy tools in flash to create animated sprites, including a native movieClip class, that has a timeline to play back frame-based animation.
But there is also full 3D in flash. You can bring low-polygon 3D models into flash easily using free and open source libraries such as Away3d (away3d.org) and papervision (papervision3d.org). Presently, flash player 10 has runs slowly when using these libraries.
But Adobe is about to release a new version of the player (version 11) that supports open GL for 3D and has significant performance improvements.
Away3D and papervision have already developed version of their libraries to support the new beta player and openGL.
So to summarize, yes - flash can make a game like that. It is currently the best way to develop games that are intended to be played in a browser. Because at least for the time being it has the most widespread support, and is stable between platforms and browsers.
Your example is pretty much entirely 2D: it just uses effects like shadows, animation and parallax scrolling between layers to achieve a (mildly) 3D effect.
As Plastic Sturgeon and Blender have pointed out, Blender might help for creating your assets - but it has a pretty steep learning curve, and you might be more comfortable 'faking it' in Adobe Illustrator or Photoshop if you've used those before.
Once you've created your assets, you need a platform to put together your gameplay: Flash is one possibility, but you could also look at Unity3D, which has good support for 2D and 3D, and has a browser plug-in if you want to make your game web-based.
If you're looking for a java-based solution, you could try Processing, which is cross-platform, and can export to javascript for web deployment. It's not exactly designed as a gaming environment, but it might do the trick - and it's free.
Hope this helps.