I just joined the Amazon Associates program, I’ll clearly mark any links through it. I want to provide links to things like adapters and projectors or other useful products that may be relevant to users of my software and seeing as Amazon offer a small kickback for doing so, I’m going to take advantage. I want this website to stay focused on my customers, so it’s not about to have adverts plastered everywhere, but if I can make it convenient to purchase a hdmi adapter, I think that’s a good thing.
All posts by George Brown
Reality Augmenter iOS Window Display at Frisør
An example of the Reality Augmenter as a window display at my friend’s salon in Luzern (frisor.ch).
Using projection mapping for window displays is one application of the Reality Augmenter I’m particularly interested in. Eye catching displays can be setup relatively easily, and now that the Reality Augmenter is on iOS, cheaply. There’s no longer a need for a powerful laptop and complex and expensive software to run simple installations.
In this case the Reality Augmenter is running on an iPad mini connected to a projector at the back of the salon (an Epson EMP-TW680, bought second hand), and projecting onto a combination of double layer fine net curtains or frosting layered directly on the glass.
The app is running a single custom made movie made with Quartz Composer and rendered to a custom format using QtzRendang (QTZRendang on Google Code). The QC file is basically a three way slide show made from photos cropped to the correct aspect ratio of the windows and supplied to me by the owner. The movie is displayed twice, once for each set of windows. You can find the QC file here , you will need Quartz composer to run it, a free developer tool supplied by Apple.
In addition to the movie, the new Text feature is used to show the salon web address and telephone number, which is overlaid on the central window. the Text feature is available in version 1.1 of the Reality Augmenter, so upgrade if it’s not present!
If you are interested or would like help in setting up such a display, please don’t hesitate to contact me through any of the channels at the bottom of the webpage.
Little Break
While my app goes out for review, going to take a break from it and learn Swift and Metal for a possible new app.
New iOS Version Submitted for Review
Well had a late night going through my openGL code line by line, reworking a few things from the top down, simplfying code, reconsidering a few things and generally tidying things up and it’s fixed my problems. Just submitted the app for review now, hopefully it should go through in a week or so (According to http://appreviewtimes.com/).
iOS release delay
My latest iOS release suffered a setback, a few issues came up during testing, mostly minor and now fixed, but I’ve run into a snag with older iOS devices that don’t support OpenGL ES3, the code should work in theory, but a certain combination is refusing to cooperate in ES2, as soon as I track down the problem it will be released to Apple for review.
Updates
Just a quick update as we approach Christmas, been a bit busy visiting family and also got myself run down by flu last week, so development took a bit of a hit the last few weeks. Just got back into things the last couple of days with renewed vigour and some late night coding sessions.
I’ve almost finished the next iOS update, which will add the text functionality that I put in the OSX version, that’s pretty much wrapped up now. I’ve got to address a couple of bugs that seemed to have popped up with a recent iOS update and improve some things with detecting external devices.
While I seem to be in full dev mode at the moment, I’ve got personal plans for the next few days, I might be able to wrap things up by tomorrow and send it to Apple for review, but I doubt it’ll make it through the review process till the New Year, but I have no idea what apple are like during the holiday season.
I will keep you all posted, and if this is the season for you, enjoy your holidays!
New version out
Just put out the latest version for OSX, just realised my point release system is a little screwed up, probably should be version 1.2 with a new feature, or just go with a build number which seems to be popular too, especialy in these days of continual releases.
I’ll start on the iOS update next, the sources story will need a little rethink to add stuff not just from the camera roll, and a think of how to let the user use the text option, but most of the drawing code should still work I think.
Reality Augmenter Release Notes 1.1.2
New Features
- Text Support, you can now create and alter text in the application, support for all osx supported fonts, and has an option to scroll the text with and adjustable width to control aspect ratio. Can be used straight, or combine other sources using text as a mask for eyecatching text.
Other
- Fixed table views not looking quite right in El Capitan.
- Renamed some of the sources to remove rendundancy in the names.
- More testing coverage.
Working on next versions
I’m currently busy on implementing a new Text feature for the Reality Augmenter, it’s been a bit harder than I expected. I was expecting the actual OpenGL rendering to be the tricky part, but actually wasn’t too difficult. However, I hadn’t properly thought out the user interface, causing me some unexpected problems with the font system and how I was going to let the user configure the functionality.
Anyway, it’s nearly finished now, so a new update for OSX should be coming soon, and a new version for iOS a few weeks after that (depending on the review process).
New version for OSX

Well I just finished rolling back all my new iOS features (images and custom masks) into OSX and generally cleaned up the code. I also did a lot of work extending my testing coverage over more of the core functionality after using XCode’s new code coverage feature.
Above you see my SCRUM Board, currently clear after finally consolidating the iOS app fully into my master source branch. I like having the board even though I work alone at home, it helps me to break down jobs and makes me think about exactly what each version will contain. It’s also a good reminder to work on the project.
TBH though, as it’s just me, I can get a little lax, I’ll put one note down for a new feature that’s actually about ten individual tasks for example, or I’ll suddenly start refactoring a huge bunch of code just to make one task simpler. The scrum board helps keep it all under control, especially for things like feature creep. As a sole developer, it’s quite hard to decide what features to include in an app for any release. You keeping getting ideas for new features and updates, and as you work on an app of your own making, it’s very tempting to just start working them in, pushing a final product or release ever back. Taking time to plan what you have for each release, making up all the tasks and laying them out on a board makes the whole thing look a lot more manageable. New features and updates can be put aside while still being considered in the coding of the current release.