Forum Discussion
hesham
13 years agoProtege
OpenGL Stereo Camera Setup and Convergence
Edit: I think that my baseline needs to change to get rid of the 0.5 up front, but everything else still broken: float const baselength = near_ * std::tan(M_PI * (fov_/2.0 / 180.0)); I've been stuc...
bluenote
12 years agoExplorer
"jherico" wrote:"bluenote" wrote:
Good point, I was confused by this as well.
It's pretty trivial to just construct your own projection matrix instead of relying on the Oculus SDK computation:
I know, and that is exactly what I already do (I'm developing in Scala so I rewrote these parts of GLM). The essential question is: Why differs Equation 5 in the SDK documentation from this equation (and pretty all other references on projection matrices). They have the same goal: converting the camera frustum to clip coordinates, so there should not be a difference. So either Equation 5 is wrong as suggested by scottnykl, or there is a reason why the equation must differ from a canonical projection matrix when using the Rift?
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- 13 years ago