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sh0v0r
11 years agoProtege
OVRSubCamera Problems
SDK Version 0.4.2 Windows 8.1 AMD R920X CPU i7-4770k RAM 8GB I've been trying in vain to get a release of Lunar Flight out and smashing my head against a wall trying to get a set of Depth Order...
mzandvliet
11 years agoHonored Guest
I think it's high time we all start trying to make Outerra's depth buffer precision technique work in Unity.
http://outerra.blogspot.nl/2012/11/maximizing-depth-buffer-range-and.html
I've spent a whole week trying to merge depth buffers of layered cameras with different clipping distances, but it's one heck of a mess to sort out, and maybe it's just the wrong way of going about it.
Also, I've started to maintain a private fork of the SDK with my own patches. I'm a bit disappointed with the quality of the original code. Right now I have made it possible add an arbitrary amount of layered cameras per eye by adding them to lists in the OVRCameraController inspector.
http://outerra.blogspot.nl/2012/11/maximizing-depth-buffer-range-and.html
I've spent a whole week trying to merge depth buffers of layered cameras with different clipping distances, but it's one heck of a mess to sort out, and maybe it's just the wrong way of going about it.
Also, I've started to maintain a private fork of the SDK with my own patches. I'm a bit disappointed with the quality of the original code. Right now I have made it possible add an arbitrary amount of layered cameras per eye by adding them to lists in the OVRCameraController inspector.
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