Forum Discussion
Gruguir
10 years agoMember
Monoscopic background with render texture ?
I can't find information on how to achieve monoscopic background with RT applied to a quad. I was able to do it without trouble some time ago then something went wrong. No matter what it try i get wei...
vrdaveb
10 years agoOculus Staff
> i can't find a scene named "Mono Optimization"
Sorry, looks like that one hasn't shipped yet. We are working on first-class support for this, but the internal sample does it a different way, using command buffers to make sure there is no pose drift between the background and foreground cameras. I'll see if we can expedite shipping the feature or the sample. In the meantime, your current approach sounds reasonable.
> I had problems with 'gaps' opening up between the near cam's far plane and render texture
Make sure you use the same head pose for both the foreground and background cameras. The background camera should render from the midpoint between the two eyes. You can copy the background image to the left and right eye buffers before the foreground cameras start rendering. Shift the image to the left or right to account for the eye pose difference. If the background's near-clip plane matches the foreground's far-clip plane and you use the same projection matrix for both, the images should line up almost perfectly. You will only see gaps if the split plane is closer than ~10m, where binocular parallax is more than a pixel or two.
Sorry, looks like that one hasn't shipped yet. We are working on first-class support for this, but the internal sample does it a different way, using command buffers to make sure there is no pose drift between the background and foreground cameras. I'll see if we can expedite shipping the feature or the sample. In the meantime, your current approach sounds reasonable.
> I had problems with 'gaps' opening up between the near cam's far plane and render texture
Make sure you use the same head pose for both the foreground and background cameras. The background camera should render from the midpoint between the two eyes. You can copy the background image to the left and right eye buffers before the foreground cameras start rendering. Shift the image to the left or right to account for the eye pose difference. If the background's near-clip plane matches the foreground's far-clip plane and you use the same projection matrix for both, the images should line up almost perfectly. You will only see gaps if the split plane is closer than ~10m, where binocular parallax is more than a pixel or two.
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 months ago
- 10 months ago
- 10 months ago