Rendring a webcam that stands "still" - Solved
Hey!
Been trying out my Oculus Rift the last few months and wanted to start to develop something for myself. I want to start off with creating an environment where I have a webcam that stands still in the environment and doesnt follow when you move your head.
I have based my work on Brad Davis' example code from "Oculus Rift in Action" and the example porject called HighResWebcamDemo. So does anyone know what I need to add to the code to make the camera stand still in the 3D environment instead of following my head movement?
He crates the MatrixStack as following:
Been trying out my Oculus Rift the last few months and wanted to start to develop something for myself. I want to start off with creating an environment where I have a webcam that stands still in the environment and doesnt follow when you move your head.
I have based my work on Brad Davis' example code from "Oculus Rift in Action" and the example porject called HighResWebcamDemo. So does anyone know what I need to add to the code to make the camera stand still in the 3D environment instead of following my head movement?
He crates the MatrixStack as following:
MatrixStack & mv = Stacks::modelview();Any help would be appreciated!
mv.withPush([&]{
mv.identity();
glm::quat eyePose = ovr::toGlm(getEyePose().Orientation);
glm::quat webcamPose = ovr::toGlm(captureData.pose.Orientation);
glm::mat4 webcamDelta = glm::mat4_cast(glm::inverse(eyePose) * webcamPose);
mv.preMultiply(webcamDelta);
mv.translate(glm::vec3(0, 0, -IMAGE_DISTANCE));
texture->Bind(oglplus::Texture::Target::_2D);
oria::renderGeometry(videoGeometry, videoRenderProgram);
oglplus::DefaultTexture().Bind(oglplus::Texture::Target::_2D);
});
