I am working on LG optimus 3D mobile platform and it seems to me I can experience the depth of three dimensions in landscape mode but the effect is completely lost while the phone is in portrait. does anyone have any suggeston how to make that work on portrait mode as well?
If you are using the p920, i'm afraid you (actually we cuz I have one too) are out of luck. 3d is landscape only.
Reference links :
http://3dvision-blog.com/5798-testing-the-3d-capabilities-of-the-lg-optimus-3d-p920-smartphone/
http://blog.gsmarena.com/htc-evo-3d-vs-lg-optimus-3d-taking-the-fight-to-another-dimension/
Related
I am developing a webAR using AR-js and A-frame, works perfectly with iPhone in landscape and portrait mode BUT in android only in landscape, when in portrait all augmented reality is not shown on the trigger image (Image Target ), appears shifted sideways and quite unsteadily. Is there any way to fix this?
I'm using a template based on the example at https://medium.com/swlh/ar-js-the-simplest-way-to-get-cross-browser-augmented-reality-on-the-web-10cbc721debc:
I also got the same issue some days back. It is because in aframe-ar doesn't have provision to correct the orientation shift(90 deg rotate). It might be working on the iPhone because of the auto-rotate. Try in android with auto-rotate(It may work).
Use console.log(event.details.intersectedE1) to know the exact
position of the trigger event.
I think this might help you out.
Caution: iPhone safari doesn't allow console.log().
I am having some problems with my phone camera (I am using Sony Xperia Z1 Compact) because the camera is always on Landscape mode when I launch it via the intent and therefore the photo is rotated when taken in portrait mode. This issue doesn't exist on Nexus 5. How can I solve it ? The exif returns always 0 because it's locked on landscape
I would recommend to create different layouts for each portrait and landscape mode. How to
On the other hand, there might be the problem with device, test it with other apps from store.
I have an application, I have created a custom view and implement onDraw Myself, The application take some bitmaps and draw them as list with some algorithm
I have used 9 item to test it and it works perfect, when I increase the number of items to 18 item and try to test, it draw item when I use portrait mode but draw nothing on landscape mode
It works on the following devices :
Samsung (GT-I5510) with 2.2 OS
Samsung (GT-S6500D) with 2.3.6 OS
HTC (Nexus One) with 2.3.6 OS
Sony (Xperia-ST23i) with 4.0.4 OS
TouchMate Tablet
it have a strange behavior in the following devices:
Samsung (Tablet GT-P3100, S2, S4) it show the drawing on portrait mode but it doesn't show it in landscape mode
HTC (OneX) it doesn't show drawing in portrait or landscape
I have the following warning show in Logcat
Bitmap too large to be uploaded into a texture (Tablet)
Reached here in cacheGlyph
Can any one help please ? I think it may be something related to hardware
You should try turning off the hardware acceleration.
This will explain everything you need to know about hardware acceleration: http://developer.android.com/guide/topics/graphics/hardware-accel.html
First of all, sorry for my english. I'm programming an Augmented Reality Browser for Android following the steps in Raghav Sood's book. Its title is Pro Android Augmented Reality. The thing is that when i launch the example of chapter 9 (named Pro Android AR 9 and located in https://github.com/RaghavSood/ProAndroidAugmentedReality) in my devices, it works fine or not depending on the kind of device.
In my Sony Ericsson Xperia Arc with Android 4.0.4 the browser implemented by Raghav works really fine. When i test the augmented-reality browser in Asus Eee Pad Transformer or in Samsung Galaxy Tab, both of them with Android 4.0.3, the readings from the sensors seem to be wrong. Holding the tablets in landscape mode in front of me, if i focus over one spot (wikipedia, twitter or local markers) and turn over myself to the right, the spots goes down. If i turn to the left, the spots goes up. If i want the spots to move to the left, i have to tilt the devices making their screens look to the ground. In the same order, if i turn the devices making the screens look up to the air, the spots will move to the right.
Seems like the program is confusing sensor readings. Anyone knows how to solve the problem??? Thanks in advance.
i made it. I don't know if it is a good solution but seems to work fine on tablets.
Changing the axis to:
SensorManager.remapCoordinateSystem(temp, SensorManager.AXIS_X, SensorManager.AXIS_Y, rotation)
in SensorActivity seems to fix the axis malfunction. Other problem was that the text asociated with each POI appeared turned in tablets using landscape mode. To avoid this, i used a conditional rotation modification in set method of PaintablePosition class:
if(drawObj.toString().toLowerCase().contains("paintableboxedtext")) rotation=rotation+270;
I'm developing an Android game that uses the orientation sensor to get the rotation of the device (to roll a ball). I have two devices that I test apps on, one is a Samsung Infuse (phone) and the other is an Asus Eee Pad Transformer TF101 (tablet).
The app runs in landscape on both devices. The problem is that on the Eee Pad, the orientation is measured with the device sideways (landscape mode) while the Infuse measures in upright (portrait) no matter what I do. This makes is so the ball moves left when I tilt my Infuse left, but when I tilt the Eee Pad left, the ball moves up or down.
I can switch the orientation angles, so they move the ball the other way, but it only works for one or the other at a time. Any ideas how I could fix this?
Yes, I am using the deprecated TYPE_ORIENTATION, and not the getOrientation() method. I tried setting it up, but I never got it working correctly and it always spat out really weird values, so I stuck to the deprecated one. Would switching over fix this at all? If so, can someone link me to resources to implement this?
Google's docs make it clear that the sensor coordinate system is relative to the default orientation of the device. That description mentions the getRotation() and remapCoordinateSystem() calls you can use to adjust appropriately.