Possible bug in Sceneform? #100
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I found this Ticket google-ar/arcore-android-sdk#1170 on the ARCore Repo. This person mentioned a bug inside of // Create a camera config filter for the session.
CameraConfigFilter filter = new CameraConfigFilter(session);
// Return only camera configs that target 30 fps camera capture frame rate.
filter.setTargetFps(EnumSet.of(CameraConfig.TargetFps.TARGET_FPS_30));
// Return only camera configs that will not use the depth sensor.
filter.setDepthSensorUsage(EnumSet.of(CameraConfig.DepthSensorUsage.DO_NOT_USE));
// Get list of configs that match filter settings.
// In this case, this list is guaranteed to contain at least one element,
// because both TargetFps.TARGET_FPS_30 and DepthSensorUsage.DO_NOT_USE
// are supported on all ARCore supported devices.
List<CameraConfig> cameraConfigList = session.getSupportedCameraConfigs(filter);
// Use element 0 from the list of returned camera configs. This is because
// it contains the camera config that best matches the specified filter
// settings.
session.setCameraConfig(cameraConfigList.get(0)); // or .get(1), .get(2) depends on your phone. I'm not sure if this is really a bug, because I don't see any regular crashes. I have only from time to time a random crash, but i have no idea if the crash is related to the camera texture thingy. |
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Replies: 2 comments 1 reply
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Maybe there is no connection between the camera id and the used camera texture id.. But I guess it becomes an issue if you choose during the session configuration a different CameraConfig than camera id 0 |
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Hi @RGregat, In fact, from what I think and saw, there is no link between the Sceneform creates an openGL texture and them tell ARCore to draw the camera image (chosen by ARCore from the camera config) on it.
Sorry for him but this person is totally wrong when he says:
His issue can appear maybe if the
Is this part really useful? Do you see a difference on the actual used camera? |
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Hi @RGregat,
In fact, from what I think and saw, there is no link between the
cameraTextureId
and the physical camera id.Sceneform creates an openGL texture and them tell ARCore to draw the camera image (chosen by ARCore from the camera config) on it.
Then the
CameraStream
applies the texture to a renderable added to the Filament Scene.That's how the magical works.
Sorry for him but…