Skip to main content
Up and Coming
May 21, 2014

Disable distortion with SDK distortion rendering

Just a suggestion with the C API, it would be nice to be able to disable the distortion when using SDK distortion rendering. This would allow us to easily turn off distortion rather than have a totally separate code path and custom rendering to a Quad on our side.

void ovrHmd_EndFrame(ovrHmd hmd, bool performDistortion = true)


Or the flag could be passed in BeginFrame instead if it helps. Just a thought!
Guy

    2 replies

    Inspiring
    May 21, 2014
    "guygodin" wrote:
    Just a suggestion with the C API, it would be nice to be able to disable the distortion when using SDK distortion rendering. This would allow us to easily turn off distortion rather than have a totally separate code path and custom rendering to a Quad on our side.

    void ovrHmd_EndFrame(ovrHmd hmd, bool performDistortion = true)


    Or the flag could be passed in BeginFrame instead if it helps. Just a thought!
    Guy


    The alternate code path isn't that hard to build, and adding this to the API would only be useful for developers / debuggers and only in a limited number of circumstances. I'd rather the developers at OVR focus their limited time and resources on improving the overall core functionality of the SDK, and do things like restore OSX support
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    guygodinAuthor
    Up and Coming
    May 21, 2014
    "jherico" wrote:
    The alternate code path isn't that hard to build, and adding this to the API would only be useful for developers / debuggers and only in a limited number of circumstances.

    I've already built the alternative code path, I was just suggesting it as others may need to do it. In my case it's a feature of the tool so it's more than a developer only feature. I think it's also useful if you want to output/record videos to demo your game.
    Virtual Desktop Developer