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Learn ARCore - Fundamentals of Google ARCore

You're reading from   Learn ARCore - Fundamentals of Google ARCore Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0

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Product type Paperback
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830409
Length 274 pages
Edition 1st Edition
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (13) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. ARCore on Android 3. ARCore on Unity 4. ARCore on the Web 5. Real-World Motion Tracking 6. Understanding the Environment 7. Light Estimation 8. Recognizing the Environment 9. Blending Light for Architectural Design 10. Mixing in Mixed Reality 11. Performance Tips and Troubleshooting 12. Other Books You May Enjoy

Drawing with OpenGL ES


OpenGL ES or just GLES is the trimmed down mobile version of OpenGL. OpenGL is a low-level and powerful 2D and 3D drawing API similar to DirectX. Since it is a low-level library, it does require significant knowledge of 2D/3D maths. Again, for our purposes, we will avoid most of the nasty math and just modify some of the drawing code to change the way the sample app functions. What we will do is modify the sample app to change the way objects are drawn. Load up Android Studio with the sample project and let's get started:

  1. Scroll down to the bottom of PointCloudRenderer.java and look at the following section of code identified in the following screen excerpt:

PointCloudRenderer.java open on the draw method

  1. Now the code is straightforward, but a lot of what is going on assumes that the developer has a good foundation in 3D maths and graphic rendering. We don't have time to go through every step, but, essentially, all that the code is doing is drawing the identified point...
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