Forum Discussion
Rock2000
11 years agoHonored Guest
Drawing UI
I'm playing around with displaying some UI in my app. The recommendations seem to say that it should be drawn as part of the 3D scene. Such as a floating polygon in front of the camera. But as far as I can tell, the Oculus samples don't use this technique. They seem to just draw in screen space? Offhand, it feels like drawing in screen space looks fine, and I'm scared of trying to do this as part of the 3D scene since things like Timewarp would seem to cause problems for the screen position of the UI.
I'm not sure how the health warning message is rendered, but I can't seem to get my eye to focus on the text at the top and bottom of that message, only the text in the center. So that's another reason I don't really want to render this in 3D.
Anyone having any success with specific UI drawing techniques?
Thanks
Rock
I'm not sure how the health warning message is rendered, but I can't seem to get my eye to focus on the text at the top and bottom of that message, only the text in the center. So that's another reason I don't really want to render this in 3D.
Anyone having any success with specific UI drawing techniques?
Thanks
Rock
1 Reply
- ElectricMucusExplorerI like the virtual screen approach you see in Elite Dangerous. Turn left and right to change various settings (In this case ship functionality). This should also work with application setting and such.
Or the settings screen could appear/vanish in the center view by the press of a button as part of the scene. If it is a first person app that screen can also be something attached to the avatar, like a person holding a tablet.
For other types of UIs like start screens it can be made as a fixed part of the scene at a specific location where you can walk to. Oh and portals, definitely portals.
All untested/hypothetical but I doubt anybody will give you instructions how to copy their secret sauce. :mrgreen:
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