Comments (2)
I fixed this by using the name in the ARObject as an unique ID.
Then I made a controller which has the IDs of the markers I want to draw on.
Inside the draw function of the ARObject you must check if that object needs to
be drawn.
You also can turn it around.
When using the name of the ARObject you can let the controller decide what to
draw.
With this method you only have to implement one kind of ARObject.
Original comment by [email protected]
on 15 Dec 2010 at 6:58
from andar.
Original comment by raghavsood
on 8 Jul 2012 at 10:40
- Changed state: Closed
from andar.
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