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Murloc992
10 years agoHonored Guest
Two OpenGL related issues
Hello,
I have two OpenGL related issues:
1. Oculus by default seems to look to Z-, is it possible to make it look to Z+? Rotating the orientation quaternion per eye seems to do the trick but not very nicely, I get a little cross-eyed feeling from up close, and weird head rotations.
2. Everything seems to be super bright when I switch to oculus rendering, like, very bright. I am using GL_SRGB8_ALPHA for my buffers. Changing it to RGBA8 makes no difference in oculus, but it makes mirror rendering normal.
Hope you can help me. :)
I have two OpenGL related issues:
1. Oculus by default seems to look to Z-, is it possible to make it look to Z+? Rotating the orientation quaternion per eye seems to do the trick but not very nicely, I get a little cross-eyed feeling from up close, and weird head rotations.
2. Everything seems to be super bright when I switch to oculus rendering, like, very bright. I am using GL_SRGB8_ALPHA for my buffers. Changing it to RGBA8 makes no difference in oculus, but it makes mirror rendering normal.
Hope you can help me. :)
8 Replies
- cyberealityGrand ChampionCheck the sRGB/Gamma Correctness portion of this page for the brightness issue:
https://developer.oculus.com/documentat ... changes_06
I can ask about converting the rotation, I'm not sure about that. - Murloc992Honored GuestEven after changing my internal post-processing to use SRGB8_ALPHA8, it's still brighter than my normal monitor. Can this be monitor related issue, meaning that Oculus is just a brighter monitor in general? I think I could go around this by decreasing gamma by a tiny bit. :)
I would really love to switch the orientation though. - MecrofExplorerhi @Murloc992
For the SRGB issue, read this topic https://forums.oculus.com/viewtopic.php?f=34&t=25952. It should help you. - Murloc992Honored Guest
"Mecrof" wrote:
hi @Murloc992
For the SRGB issue, read this topic https://forums.oculus.com/viewtopic.php?f=34&t=25952. It should help you.
Seems like I will also revert to being with RGBA8 for now. :)
But what about the reversing Z axis orientation? I don't want people to stand their back to the PC when running my demo. :) - MecrofExplorerI'm not really sure about that but Oculus SDK is mainly developed for Direct3D which has a left handed coordinate system. So Z is + at Front and - at back. So when you develop with OpenGL which has a right handed coordiante system, everything is reverted on the Z axis. Because Oculus SDK doesn't change its coordinate system when using OpenGL.
It's the most logical explanation that I found. :D
Maybe someone to confirm ? - Murloc992Honored GuestI can bypass orientation issue for now, but the color issue is still haunting me. Maybe anybody else knows how to make colors a little less bright? Because I have some objects that glow, on the pc it looks normal, but on oculus it might burn an eye or two. :(
- Murloc992Honored GuestSeems like I have fixed both of them.
Orientation issue was fixed by using a brute-force method: disconnecting the tracker.
Brightness issue was somewhat resolved by not enabling GL_FRAMEBUFFER_SRGB but still using srgb textures. This results in a bit dimmer than PC colors, but not eye burning also, so it's nice. - MecrofExplorerFor brightness issue, I've found the same "solution".
And for the orientation issue, I've just inverted my scene on the Z axis (erk !).
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