View Full Version : VRML flicker
kwame
June 4th, 2005, 04:08 PM
I'm testing different vrml models, all 2.0, built with Cinema 4D and Max.
Unlike simple test, which is perfectly augmented, the vrml models flicker quiet insistently, making it very difficult to view them.
Usig a Mac OS X 3.8 and iSight. Does it have to do with fps? Must I choose a specific kind of video encoding when the quicktime dialogue box comes up?
Many thanks
k
Friedbert
June 5th, 2005, 04:49 PM
Hello Kwame
Does flicker mean(1): the 3d Modell does not stand calm over the marker and moves slightly with every frame?
or does flicker mean(2): the 3d Modell dissapears suddenly for a few frames and reapears randomly?
or does flicker mean(3): the models faces flicker
or does flicker mean(4): if there are spheres that intersect each other and the scene rotates that the intersection is flickering (especialy when the spheres ar halftransparent)
In this case try to view the model in an other vrml viewer.
to (1):
the marker should be as flat as possible to let ARToolKit see the edges of the marker as straight lines.
P. Lamb has an answer in the thread: Anti jitter or smoother marker detection?
"Use arGetTransMatCont() function in place of arGetTransMat.
It uses global data, so don't use it with more than 1 camera.
See simple2 example for usage."
Use markers printed with as much contrast as possible.
(for the marker i use paper with a very matt finish, so even in direct sunlight i have a good marker detection)
to (2) and (3)
Please discribe the error more precise.
so long
Friedbert
kwame
June 5th, 2005, 05:17 PM
Thank you for your reply.
Flicker means: the 3d Modell dissapears suddenly for a few frames and reapears randomly.(your number 2). I have been using a loose sheet of player, but it's the same one I use for simpleTest, and the latter works perfectly.
Friedbert
June 5th, 2005, 08:50 PM
Hello Kwame
I dont have a real clue.
Try the arGetTransMatCont() instead of arGetTransMat().
Friedbert
vBulletin® v3.7.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.