Is ovr_GetFovTextureSize special?
Hello. I got lever programming language to fill left eye screen with red and right eye screen with green. But there's one function that causes my app to crash. Also I got no clue how to compute projection matrix out of the weird Fov -struct.
I've opened the LibOVRRT32_0_8.dll dynamically in my app. It's possible that my FFI bindings just handle this one single function wrong. But that'd be statistically very weird. It's not the only struct passing function in this API.
It's the only function returning ovrSizei and the structure is really short. It might be I'm facing some optimization not perfectly handled by the flavor of FFI I'm using.
I worked around the problem by setting texture size 1024x1024. I guess I could work around the function entirely if I knew what it did exactly.
Anyways I also have another problem: I can compute perspective projection matrix, but the oculus provides fov -construct with UpTan/DownTan/LeftTan/RightTan.. Can I compute the correct projection from that structure?
I've opened the LibOVRRT32_0_8.dll dynamically in my app. It's possible that my FFI bindings just handle this one single function wrong. But that'd be statistically very weird. It's not the only struct passing function in this API.
ovrSizei ovr_GetFovTextureSize (ovrSession session, ovrEyeType eye, ovrFovPort fov, float pixelsPerDisplayPixel)
It's the only function returning ovrSizei and the structure is really short. It might be I'm facing some optimization not perfectly handled by the flavor of FFI I'm using.
I worked around the problem by setting texture size 1024x1024. I guess I could work around the function entirely if I knew what it did exactly.
Anyways I also have another problem: I can compute perspective projection matrix, but the oculus provides fov -construct with UpTan/DownTan/LeftTan/RightTan.. Can I compute the correct projection from that structure?
