I write an android app with augmented reality using google arcore engine. The problem I faced is that sceneform (render engine, which is recommended to use with arcore) does not support skeletal animations. I would like replace the renderer with Ogre. The main step to achieve the goal is to add supporting GL_TEXTURE_EXTERNAL_OES for ogre. I need to create an GL_TEXTURE_EXTERNAL_OES and provide its id/name to my java code. There is only one method from arcore, which takes the texture id and draw camera capture stream into this.
I saw another topic viewtopic.php?t=93966 and try follow ideas which @paroj offered:
I added some changed to ogre source and now I cannot understand how to generate bindings for java using Swig. I added getId() method to Texture class (https://github.com/OGRECave/ogre/blob/m ... eTexture.h), but getId() method still no generates during project build. I also tried to found four *.i in the whole project, but there is no any mention about Texture class. I suppose these files are generated during build process too.paroj wrote: ↑Fri Feb 02, 2018 11:50 am 3) You would need to setup all the gl state yourself and use the GLID attribute of the Ogre::Texture, as Ogre does not know how to use TEXTURE_EXTERNAL_OES. However if recompiling Ogre is an option, adding TEXTURE_EXTERNAL_OES support is just a matter of adding an enum value here
https://github.com/OGRECave/ogre/blob/v ... ture.h#L99
and correctly handling it here:
https://github.com/OGRECave/ogre/blob/m ... re.cpp#L73
(as well as making sure the limitations of TEXTURE_EXTERNAL_OES are respected). A pull request with this addition would be welcome
Could anybody help me with the problem?
P.S. Sorry for my English