createOverlays: function createOverlaysFn() { this.tracker = new AR.ClientTracker("assets/magazine.wtc", { onLoaded: this.worldLoaded }); var tgtsArray = ; var videoArray = ; var imgsArray = ; //this loop works. It creates an aumented image for each target for (var i = 0; i<tgtsArray.length; i++){ var imgRes = new AR.ImageResource(imgsArray); var overlay = new AR.ImageDrawable(imgRes, 1, { offsetX: 0, offsetY: 0 } ); var aumenta = new AR.Trackable2DObject(this.tracker, tgtsArray, {drawables: {cam: }}); } //this loop does not work - it points to the same targets as the loop above so I tested them separately (commented one out and teste the other) for (var i = 0; i<tgtsArray.length; i++){ var overlay = new new AR.VideoDrawable(videoArray, 1, { offsetX: 0, offsetY: 0, isTranparent:false } ); var aumenta = new AR.Trackable2DObject(this.tracker, tgtsArray, {drawables: {cam: }}); } },
var tgtsArray = ; var video = ; for (var i = 0; i<tgtsArray.length; i++){ var overlay = new AR.VideoDrawable(video, 0.40, { offsetY: -0.3 } ); var pageOne = new AR.Trackable2DObject(this.tracker, tgtsArray, { drawables: { cam: }, onEnterFieldOfVision: function onEnterFieldOfVisionFn() { overlay.play(-1); } }); }
Best regards,
var tgtsArray = ; var video = ; World.overlays = ; World.trackables = ; for (var i = 0; i<tgtsArray.length; i++){ World.overlays = new AR.VideoDrawable(video, 0.40, { offsetY: -0.3 }); World.trackables = new AR.Trackable2DObject(this.tracker, tgtsArray, { drawables: { cam: }, onEnterFieldOfVision: (function (ii) { return function(e) { World.overlays.play(-1) }; })(i) }); }
But now the videos never stop playing, which is what you probably want if you start a new. Please have a look at the example Video - Playback States.
Axel Cobelo Weisz