Version 1.3 now out

A very quick turnaround from Apple when they reviewed my app in less than 24 hours, I wonder if Apple provide a quicker turnaround if they start to trust the developer? Or maybe it’s because there weren’t actually that many code changes for this release, with most of the work in the editor view.

Anyway, the app is getting much closer to what I want it to be, adding a zoomable view to the geometry editor makes mapping a hell of a easier, especially on iPhones where the small screen could make fine mapping tricky, and small changes picked up when a finger leaves the screen could mess up a finely positioned corner. It’s also much easier to control points near the edges as I left a little leeway at closer zooms to move off the edge of the screen.

There are still a couple of features I want to include before I really think it starts to provide some seriously powerful functionality. One thing is the ability to crop sources and spread them across multiple surfaces, the code actually already exists in the application to do this (you can use it on the OSX version of my app), I just need to come up with a sensible UI. There are also a few extra source types I want to add based on customer feedback. I’ll probably setup an issue tracked at some point, but if you really think the Reality Augmenter is missing something, drop me a line and I’ll see what I an do.

Other fixes in this release:
Crash fix, when returning to a video source, then leaving the video source view would cause the application to crash, now fixed.

At some iOS update, the masks had stopped working. Looking at my code, they never should have worked for this one mistake I made, but for some reason openGL carried on working as if there was no problem. It turned out to be a simple mistake that was remarkably hard to track down, now fixed.

Lastly I removed a requirement for the app to have a minimum chipset, the app now only checks that your device supports openGL ES2 or higher, this is more future proofing than anything else, currently the requirement aligned with the opengles2 requirement, but that may not be the case in the future. If your device wasn’t supported before, it likely still isn’t.

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