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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...
eah
7 years agoProtege
@thewhiteambit have you looked at the SDK OculusRoomTiny (DX11) sample, around line 325 it sets up a depth layer. If you walk up to the table and show Dash you'll see it's compositing correctly.
ovrTimewarpProjectionDesc posTimewarpProjectionDesc = ovrTimewarpProjectionDesc_FromProjection(proj, ovrProjection_None);
// Initialize our single full screen Fov layer.
ovrTimewarpProjectionDesc posTimewarpProjectionDesc = ovrTimewarpProjectionDesc_FromProjection(proj, ovrProjection_None);
ovrLayerEyeFovDepth ld = {};
ld.Header.Type = ovrLayerType_EyeFovDepth;
ld.Header.Flags = 0;
ld.ProjectionDesc = posTimewarpProjectionDesc;
for (int eye = 0; eye < 2; ++eye)
{
ld.ColorTexture[eye] = pEyeRenderTexture[eye]->TextureChain;
ld.DepthTexture[eye] = pEyeRenderTexture[eye]->DepthTextureChain;
ld.Viewport[eye] = eyeRenderViewport[eye];
ld.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
ld.RenderPose[eye] = EyeRenderPose[eye];
ld.SensorSampleTime = sensorSampleTime;
}
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