Forum Discussion
mmostajab
11 years agoHonored Guest
Problems after updating from Oculus API 0.4.2 to 0.4.4
I have implemented my own object viewer using the Oculus Runtime Drive 0.4.2. Today I have updated my driver and I am using the new API. So, I changed three things in my code: OvrGLConfig.Config.H...
jherico
11 years agoAdventurer
"mmostajab" wrote:
so, the following codes are used to initialize the hmd, and different values an to render the scene:
...
Generally speaking that all looks OK to me. However I would still go through the steps of either adding a breakpoint to the ovrHmd_EndFrame method and findout out what the texture viewports and sizes are set to. Additionally, if that doesn't reveal anything, I would add an additional code path that renders the scene content to the framebuffer and then re-renders it to the screen, without using any distortion. Essentially you just need to drop the begin/end frame calls and render the textures to full screen quads with the viewports set to the right and left halves of the screen. If the textures look good that way you know that the issue is in the values you're passing to the distortion function. If the textures don't look good, then you know that the problem is with your rendering code, possibly related to how you're handling the poses or viewports.
If you do decide to try that latter approach, bear in mind you cannot use the getEyePosePerFrame method, as it can only be called between begin/end frame. Instead you should in general be using the getEyePoses to fetch both eyes at once. This can be done at any time on any thread, and doesn't rely on the begin/end state.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 2 years ago
- 7 months ago
- 6 months ago