Forum Discussion
Rock2000
11 years agoHonored Guest
Newbie questions
I'm playing around with the Oculus SDK and had some questions. Is there any documentation besides the short SDK_Overview doc where I can find more info, instead of bothering people with basic question...
Ybalrid
11 years agoExpert Protege
You have a "position" vector from the pose from the SDK (alongside the Orientation), and the viewAdjust vector which take care of applying the corect translation for matching user's IPD apparently...
I have a strange behaviour with that ViewAdjust vector. It was reversed for the cameras: The left eye camera was in place of the right eye camera, and so for the right one. (I was calling for the correct eye, I've double check)
So, I take the oposite vector of the "ViewAdjust". Maybe it's a vector representing the translation of the world to get the correct "point of view" (I know, have to check the documentation, but the only reliable documentation I find was "read SDK source code, so I'm a little bit lazy to do it ^^"). It that case it's a normal thing to do since I mouve a "camera" object on my engine. I don't realy know how it works with OpenGL alone. (Spatial relativity? :mrgreen:)
Don't know if your problem is related with that. But in my case it was that. Check the X componant of the "ViewAdjust" vector, just to see. The axis is pointing on the right so normaly right camera has a positive X valule, left has a negative one (speaking of spatial the position of the camera)
I have a strange behaviour with that ViewAdjust vector. It was reversed for the cameras: The left eye camera was in place of the right eye camera, and so for the right one. (I was calling for the correct eye, I've double check)
So, I take the oposite vector of the "ViewAdjust". Maybe it's a vector representing the translation of the world to get the correct "point of view" (I know, have to check the documentation, but the only reliable documentation I find was "read SDK source code, so I'm a little bit lazy to do it ^^"). It that case it's a normal thing to do since I mouve a "camera" object on my engine. I don't realy know how it works with OpenGL alone. (Spatial relativity? :mrgreen:)
Don't know if your problem is related with that. But in my case it was that. Check the X componant of the "ViewAdjust" vector, just to see. The axis is pointing on the right so normaly right camera has a positive X valule, left has a negative one (speaking of spatial the position of the camera)
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