Does anyone here have experience getting Qualcomm's QCAR SDK working with Cocos3D?
I'm working on this now, and have made a great deal of progress; but would love some tips.
Brief background:
The QCAR SDK consists of a library, and a bunch of exposed classes.
It boils down to a state machine which is woven across the classes. They poke the state machine from various points in their ViewController and View; and their state machine calls a bunch of delegates they've also included in the Views. You can subclass their views to make the magic happen.
Their SDK is pretty nice; you give it some target images; and they let you know when they've spotted one of them and where it is in 3D space.
I want to draw some complicated 3D scenes, and would therefore like to use Cocos3D! The artist gave me a POD file, which is displaying quite nicely.
My problem in a nutshell is that I'm not seeing the video from the QCAR library. The QCAR lib controls the camera and calls my "renderFrameQCAR" delegate method many times/second. I'm expected to do my openGL drawing within that method. Within that method, I can make a call back into their library, and if the openGL state is setup to their liking; they draw the camera input as a texture.
I know the camera is running because I see from DBG output that my image is recognized when I point at it.
I'm using QCAR v1.5. Any tips would be greatly appreciated!
--Dave