Assets
Looking at the Tutorial sample code, let's check what assets do we need to prepare for the demo. Navigate to the Tutorial1/Assets1 folder in iOS or assets/Assets1 if you are using Android platform. Find following files:
- metaioman.md2 is a our 3D geometry or simply Model, we call this one "Metaio Man", because it became essential part of the routine. Our SDK can load your MD2, OBJ and FBX models.
- metaioman.png is a Texture. We also need a texture to make the model look better. Therefore we use a PNG image which has to have the same name as the model
- metainman_target.jpg is a Pattern. The tracking pattern/image the Metaio Man should stand on. This is also a simple image file.
- TrackingData_MarkerlessFast.xml is the tracking data configures the tracking component of the SDK. It is an XML file including all relevant information for tracking. We will go into the details of this one in Tutorial 3, for now, just make sure it is included in the project.
- arelConfig1.xml, arelTutorial1.html and arelGlue1.js are necessary files to run this example in HTML5 and JavaScript without a single line of native code



