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jsdratm's avatar
jsdratm
Honored Guest
12 years ago

Tiny Room Stereogram Experiments

I'm messing around with the tiny room example in the SDK and trying to get it to display a stereogram successfully. I have two TGA textures (the left and right components of the stereogram) and I have figured out how to render them onto a single model, but unfortunately instead of a single image I am getting the texture repeating to fill the entire model. So I can see the stereogram, but it is like looking at wrapping paper because it repeats all over the model. How can I center a single instance of the texture on the model instead of having it repeat? Alternatively, how can I make the model size match the texture size, when all I have are the height and width of the texture?

3 Replies

  • jsdratm's avatar
    jsdratm
    Honored Guest
    Nevermind, I found that the best way to resolve it was to modify the Oculuse World Demo instead and replace the tuscany TGA with my L + R stereogram images. I will try to upload to the share site once I have it spruced up a bit more.
  • ckoeber's avatar
    ckoeber
    Honored Guest
    Hello,

    I am trying to run the Oculus Rift Tiny demo and I get the following error message:

    "The application was unable to start correctly (0xc000007b). Click OK to close the application".

    Is there a dependency I am missing?

    Thank you for your help.

    Regards,
    Chris K.
  • "jsdratm" wrote:
    Alternatively, how can I make the model size match the texture size, when all I have are the height and width of the texture?


    The height and width of the texture are both '1'. Neither DirectX nor OpenGL work in the original image size coordinates. Ideally, what you want to do is create a piece of geometry in the scene that has the same aspect ratio as the image you're trying to display. Although if you're displaying a side-by-side image, the aspect ratio may be double what the individual per-eye aspect ratio should be. For video files, it isn't because they're designed to conform to a standard video image size, so the left and right images are compressed into the left. For images downloaded from the net, it usually is, because they typically have both full size images stitched together.

    I have an example of loading and rendering 3D images for rendering on the Rift here but it's focused on creating the image in isolation, without creating a 3D scene. Some of the information might still be useful though.