Konrad Feiler
Konrad Feiler
That is very interesting indeed @robert-dodier , I haven't tested it that much with `dim > 10` thus far. Would you be able to distill your example into a small...
@chriseidhof I realized my earlier answer was me realizing things as I wrote them so I wrote down a better answer, as you aren't the first person to ask this:...
Now, I actually thought about adding `CLLocation` support out of the box, the problem is I can't make the decision between A and B above for someone else's application. Do...
thank you @chriseidhof , next chance I get for this I'll write a proper example app for KDTree usage together with a MapKit view and add a CLLocation support to...
PS: I also tried ``` var config = ARSessionManager.SessionConfig; if (config != null) { config.MatchCameraFramerate = false; } ``` but that didn't make a difference.
My changes so far boil down to: ``` cameraImageLayer.contentsGravity = .resizeAspectFill ``` and resizing it as part of `viewWillTransition`: ``` public override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {...
Update: I was able to hotfix the ARCore `frame.projectionMatrix()` method by modifying the resulting Matrix when in landscape: ``` var pM = SCNMatrix4.init( frame.projectionMatrix( forViewportSize: viewPortSize, presentationOrientation: orientation, mirrored: false,...
> But why this let factor: Float = 2.101334 / 1.1820006 ? Shouldn't this calculate internally? @deshan That is a question for the ARCore developers, I have no why this...
Yup, I am quite certain that is the case, I mean `if orientation != .portrait && orientation != .portraitUpsideDown` means any kind of landcape orientation. The issue is that given...
I'm also seeing the same error consistently when using ARCore with Unity (using the AR Foundation and ARCore XR Plugin v 4.2.2), created [an issue for arcore-unity-extensions](https://github.com/google-ar/arcore-unity-extensions/issues/70) For me the...