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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...
Invariant
11 years agoHonored Guest
Let me quickly share how I'm doing multiple layered cameras. Maybe it's horrible but it seems to work for me.
I have 3 OVRCameraControllers, with camera depths set in the order I want them to render. I use one for the scene, one for 3D UI, and one for fading.
I'm not worried about the z buffers because:
"cratesmith wrote:I'm using multiple cameras and clearing depth, so I'm not giving the timewarp filter depth values for most pixels.
That should work fine. Timewarp doesn't use depth information."
That from an Oculus employee.
The fader has a sphere rendering in its layer, with a tweaked shader so that the inside faces will be rendered. I change the alpha value on this to fade the scene and UI in and out. I have a second sphere in the UI layer to dim the scene without dimming the UI.
It all seems to work for me. The only hitch I ran into was that I had to have all the cameras deactivated at launch or Unity would sometimes bomb out. Activating them in the Start function of my game controller class instead seemed to eliminate that problem.
Hope this helps, or someone tells me just what a mess I've made!
I have 3 OVRCameraControllers, with camera depths set in the order I want them to render. I use one for the scene, one for 3D UI, and one for fading.
I'm not worried about the z buffers because:
"cratesmith wrote:I'm using multiple cameras and clearing depth, so I'm not giving the timewarp filter depth values for most pixels.
That should work fine. Timewarp doesn't use depth information."
That from an Oculus employee.
The fader has a sphere rendering in its layer, with a tweaked shader so that the inside faces will be rendered. I change the alpha value on this to fade the scene and UI in and out. I have a second sphere in the UI layer to dim the scene without dimming the UI.
It all seems to work for me. The only hitch I ran into was that I had to have all the cameras deactivated at launch or Unity would sometimes bomb out. Activating them in the Start function of my game controller class instead seemed to eliminate that problem.
Hope this helps, or someone tells me just what a mess I've made!
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