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Inspiring
July 18, 2018

ovrLayerEyeFovDepth strange results when compositing with ovrLayerQuad

I am using DirectX swapchain texture with "ovrTextureBindFlags::ovrTextureBind_DX_DepthStencil" and "ovrTextureFormat::OVR_FORMAT_D32_FLOAT"

when I copy from a regular w/z-depthbuffer created by the DX-pipeline with projection matrix provided by the Oculus SDK (with none of the optional parameters), it is all fu with depth only in a very small area.

when I linearize the depthbuffer to real Z-depth, it somehow works, but the depth is still all fu by an offset.
when I linearize the depthbuffer to [0-1] depth, is fu like with no linearize

since the documentation says nothing about the expected format, I would appreciate any help

11 replies

Inspiring
December 3, 2018
@eah

Thank you to clarify that there is depth compositing in the Layers. You should encourage the responsible person(s) to correct the documentation on this. It still says:

"Every frame, all active layers are composited from back to front using pre-multiplied alpha blending. Layer 0 is the furthest layer, layer 1 is on top of it, and so on; there is no depth-buffer intersection testing of layers, even if a depth-buffer is supplied."

https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/