Forum Discussion
MaXvanHeLL
10 years agoHonored Guest
DirectX Stereoscopy Transformation Projection
hey there! Basically I have set up a simple "normal" Monocular Renderengine, which worked fine. I wanted to support Oculus Rift and therefore I have rendered the scene twice, once with camera trans...
MaXvanHeLL
10 years agoHonored Guest
yeh I already checked out that sample. The thing is, my engine works actually completely different and all the DirectX related stuff is at it's background. I also used once the same function for creating the projection matrix than in the oculus tiny demo, which uses the EyeDescritption[eye].fov. But I could not see any difference.
Currently I have all Oculus related stuff deactivated, to decrease error-prone variables in my "equation" here. The problem is now completely related to an DirectX problem. It can't be so hard, when I have a working Monocular Engine, already rendering the scene twice into different Rendertextures with slightly translated cameras .. this can't be much whats missing. I actually thought a Stereoscopy Transformation Projection matrix would solve the problem..
Currently I have all Oculus related stuff deactivated, to decrease error-prone variables in my "equation" here. The problem is now completely related to an DirectX problem. It can't be so hard, when I have a working Monocular Engine, already rendering the scene twice into different Rendertextures with slightly translated cameras .. this can't be much whats missing. I actually thought a Stereoscopy Transformation Projection matrix would solve the problem..
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