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  • Book Overview & Buying Cardboard VR Projects for Android
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Cardboard VR Projects for Android

Cardboard VR Projects for Android

By : Linowes, Schoen
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Cardboard VR Projects for Android

Cardboard VR Projects for Android

5 (1)
By: Linowes, Schoen

Overview of this book

Google Cardboard is a low-cost, entry-level media platform through which you can experience virtual reality and virtual 3D environments. Its applications are as broad and varied as mobile smartphone applications themselves. This book will educate you on the best practices and methodology needed to build effective, stable, and performant mobile VR applications. In this book, we begin by defining virtual reality (VR) and how Google Cardboard fits into the larger VR and Android ecosystem. We introduce the underlying scientific and technical principles behind VR, including geometry, optics, rendering, and mobile software architecture. We start with a simple example app that ensures your environment is properly set up to write, build, and run the app. Then we develop a reusable VR graphics engine that you can build upon. And from then on, each chapter is a self-contained project where you will build an example from a different genre of application, including a 360 degree photo viewer, an educational simulation of our solar system, a 3D model viewer, and a music visualizer. Given the recent updates that were rolled out at Google I/O 2016, the authors of Cardboard VR Projects for Android have collated some technical notes to help you execute the projects in this book with Google VR Cardboard Java SDK 0.8, released in May 2016. Refer to the article at https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf which explains the updates to the source code of the projects.
Table of Contents (11 chapters)
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10
Index

Multiple simultaneous visualizations

Now that we have a collection of visualizations, we can enhance the app to run more than one at a time and switch between them.

To support multiple concurrent visualizations, replace the activeViz variable in VisualizerBox with a list of visualizations:

public List<Visualization> visualizations = new ArrayList<Visualization|();

Then, cycle through the list in each of the VisualizerBox method that use it. We always want to set up all of them, but then only draw (preDraw, postDraw) the active ones:

    public void setup() {
        audioTexture = genTexture();
        fftTexture = genTexture();
        for (Visualization viz : visualizations) {
            viz.setup();
        }
    }
    public void preDraw() {
        for (Visualization viz : visualizations) {
            viz.preDraw();
        }
    }
    public void postDraw() {
        for (Visualization viz : visualizations) {
            viz.postDraw();
        }
    }

We can control the scene...

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Cardboard VR Projects for Android
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