I am working on a project using Augmented Reality, and using Artoolkit plus to obtain my Camera Projection Matrix (an OpenGL 4x4 matrix) the problem is that I dont know how to aplly it, I have already tried :
jME maintains its own context for rendering, so unless you update that context (perhaps with a call to Rederer invalidate or something similar) jME will not use your changes.
I think the getProjectionMatrix() is only for retrieving the matrix from OpenGL. You cannot modify it because jME automatically manages the projection matrices using the algorithms in LWJGLCamera.
Hi, I want to create application with augmented reality too, and I've tried apply the camera matrix from openGl to the jME camera, but I don't has approach nothing.
In the initGame I try :
// this is the openGL matrix of 16 doubles
double[] matrix = arEngine.getCameraTransformMatrix();
// I apply the matrix values to a Matrix4f. called trans.
float fov = (float) Math.toDegrees(Math.atan(1 / matrix[5]) * 2);
cam.setFrustumPerspective(fov, aspect, (float) 1, 1000);
camNode.setLocalTranslation(trans.toTranslationVector());
camNode.setLocalRotation(trans.toRotationQuad());
I try It, but this has not worked.
@uipe. How do you apply the projection matrix to a jME camera??
it's not completly right cause we should be using glfrustum not perspective, but I havent been able to get the right that... I really dont think u need to aplay any rotation or translation.