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How to use a stream of images to be the background of SceneView? #323
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Does the information in issue 274 that shows how to render an ExternalTexture as a background help you with this? |
I did have a look at issue 274 but it seems like those images are being passed through the camera's setPreviewDisplay. Is there a way to do it without having to use the camera API? |
Yes, you can use the technique described in issue 274 to render an ExternalTexture as a background, and then render anything you want to the ExternalTexture's surface. |
I will try that out, thanks. Will get back to you if I have any issues. |
I am able to get a stream running on the background but the background is present only on the top half of the screen (As shown in the image below). Is there anything that I am missing? OBJ File
Custom Material File
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The y coordinates in your obj file are going from 0 - 1, but they should be -1 to 1. |
I did try it with -1 to 1 but had no luck. I anyways found a work around to my bigger problem and have decided to go with an ArSceneView itself. Thanks! |
I have a phone with ARCore enabled and I am sending the video feed as images to another phone. I want to use this stream of images as a background in the other phone instead of invoking the Camera. ExternalTexture seems to be the way to go but I am having a problem understanding how to implement it. Though there is a sample project which renders a video, I would like to understand how I can use the same concept towards real time video rendering. I am using OpenTok for sending and receiving the video feed. Some help in this direction is greatly appreciated.
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