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fungus
11 years agoHonored Guest
ovrHmd_GetRenderScaleAndOffset
Does anybody know what the second argument to "ovrHmd_GetRenderScaleAndOffset()" is?
(the one called "textureSize")
I've tried all sorts of values and the only thing I know for sure is that it isn't the size of the texture.
(the one called "textureSize")
I've tried all sorts of values and the only thing I know for sure is that it isn't the size of the texture.
4 Replies
- What did you give for the renderviewport parameter (third one)?
The two are used together (texturesize is the resolution of the texture, renderviewport is the resolution and position of a viewport within the texturesize). - fungusHonored GuestOK, I did this and it seems to work...
ovrRecti vp;
vp.Pos.x = vp.Pos.y = 0;
vp.Size.w = texture->width();
vp.Size.h = texture->height();
ovrHmd_GetRenderScaleAndOffset(eye.Fov, vp.Size, vp, soff);
The whole thing seems like an unnecessary layer of obfuscation to me though. Why can't ovrHmd_CreateDistortionMesh() just output texture coordinates from 0 to 1?
I'm pretty sure I could supply a scale if I decided to use just a viewport inside a texture (and it would be much more obvious to everybody what it was needed and what scale to apply). "fungus" wrote:
The whole thing seems like an unnecessary layer of obfuscation to me though. Why can't ovrHmd_CreateDistortionMesh() just output texture coordinates from 0 to 1?
The viewports on the texture may not fill the whole thing, ovrHmd_GetRenderScaleAndOffset lets you convert to a suitable range based on the size and position of the viewport. 0-1 is not always a suitable range.- fungusHonored Guest
"kojack" wrote:
The viewports on the texture may not fill the whole thing, ovrHmd_GetRenderScaleAndOffset lets you convert to a suitable range based on the size and position of the viewport. 0-1 is not always a suitable range.
I'm not saying it can't be made to work, I'm saying it's madness to do it that way.
If it was 0-1 it would:
a) Just Work for most people
b) Be obvious to everybody else what the problem was (and how to fix it!)
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