[osg-users] Augmented reality with OSG

Jan Ciger jan.ciger at gmail.com
Tue Feb 16 12:38:48 PST 2016


On Tue, Feb 16, 2016 at 6:29 PM, Robert Osfield <robert.osfield at gmail.com>
wrote:

> Hi Igor,
>
> The original thread dates back to 2011, FIVE years ago, it's about as
> stale thread as one can get, the orignal poster may well not even work at
> the same place or still use the OSG, so expecting a reply from them is
> rather optimisitc.  The original poster never replied to my suggestions and
> never added further to it - the old thread is DEAD.
>
> If you want to fire up a new discussion please do so, but you'll need to
> write about what you are trying to do, what you've tried so far, what
> problems you see.  If you can't be bothered telling us these basic details
> then there is pretty nothing we can do to help you.
>
> Robert.
>
>

Amen to that.

I will only add that there are probably hundreds of things that could be
wrong, both with Aruco (it was completely unusable when I have tried it
last time, but perhaps they have fixed it since) and the integration with
OSG.

Things like camera calibration, forgetting to load the calibration data
into Aruco, coordinate system mismatches between what Aruco and what OSG
assume, perhaps Aruco/OSG clobbering the OpenGL context to each other (no
idea how you have integrated it), etc.

So without elaborating *what exactly are you attempting to do* and *how*
(i.e. your code) it is completely impossible to help you. Nobody can see
over your shoulder and/or read your mind.

I have successfully integrated both ARToolkit, Qualcomm Vuforia and my own
homegrown AR solution with OSG, so it certainly is possible.

Best regards,

Jan
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