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thewhiteambit
7 years agoAdventurer
ovrLayerEyeFovDepth strange results when compositing with ovrLayerQuad
I am using DirectX swapchain texture with "ovrTextureBindFlags::ovrTextureBind_DX_DepthStencil" and "ovrTextureFormat::OVR_FORMAT_D32_FLOAT" when I copy from a regular w/z-depthbuffer created by th...
thewhiteambit
7 years agoAdventurer
Of course, that would be the obvious thing to do. This is also what my quotation tells you when you don't crop it:
But this gives only nonsense, as I told. What you see above is what happens when you transform it to a linear space - one that Oculus VR might have used for some reason in their Quad-Calculation in the compositior. This nearly fits but has some minor oddity.
Have you used this (from the documentation non existent) feature successfully, or were you just guessing?
thewhiteambit said:
when I copy from a regular w/z-depthbuffer [e.g. non-linear z] created by the DX-pipeline with projection matrix provided by the Oculus SDK (with none of the optional parameters), it is all fu with depth only in a very small area [depth-range].
But this gives only nonsense, as I told. What you see above is what happens when you transform it to a linear space - one that Oculus VR might have used for some reason in their Quad-Calculation in the compositior. This nearly fits but has some minor oddity.
Have you used this (from the documentation non existent) feature successfully, or were you just guessing?
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