Forum Discussion
gregoirep
11 years agoHonored Guest
Modifying the rendering fov
Hi guys,
For info: I am develloping with the DK2, using Visual Studio 2010, and DirectX11.
I am having some difficulties to modify the rendering FOV. I found nothing on Google, Reddit, or Oculus forum, sorry if I missed something.
So far I player with ovrHmd_ConfigureRendering(...), with a custom FovPort as input argument. But does not give me what I am looking for. On the first image you see the result of what I can do right now, on the second is what I would like to obtain.
What I control:
http://imagizer.imageshack.us/v2/640x480q90/537/R1b6vp.jpg
What I would like to control:
http://imagizer.imageshack.us/v2/640x480q90/661/k4cLnp.jpg
Do you guys know how to control the FOV this way ?
Thanks for your help.
For info: I am develloping with the DK2, using Visual Studio 2010, and DirectX11.
I am having some difficulties to modify the rendering FOV. I found nothing on Google, Reddit, or Oculus forum, sorry if I missed something.
So far I player with ovrHmd_ConfigureRendering(...), with a custom FovPort as input argument. But does not give me what I am looking for. On the first image you see the result of what I can do right now, on the second is what I would like to obtain.
ovrBool ovrHmd_ConfigRendering( ovrHmd hmddesc,
const ovrRenderAPIConfig* apiConfig,
usigned int distortionCaps,
const ovrFovPort eveFovIn[2]
ovrEyeRenderDesc eyeRenderDescOut[2] )
What I control:
http://imagizer.imageshack.us/v2/640x480q90/537/R1b6vp.jpg
What I would like to control:
http://imagizer.imageshack.us/v2/640x480q90/661/k4cLnp.jpg
Do you guys know how to control the FOV this way ?
Thanks for your help.
2 Replies
- jhericoAdventurerYou need to make sure you pass the same fov to create your projection matrix that you pass to configure rendering.
- gregoirepHonored GuestAlright thanks for your reply.
Following your advice I dig the code a bit more and understood the matrix creation part, and how to play with some settings.
Thanks again.
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