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May 24, 2016

Single buffer for two eyes still supported?

Hi,

I was wondering if Oculus still support a single buffer for two eyes in their latest (1.3-1.4) SDK. I have some opengl code using this approach that works fine on the DK2 but not on the CV1. The rendering projection on the right eye seems to be failing... or something. Still debugging it.

There is sample code here that use a single shared texture but it is outdated:
https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/

Thanks.

4 replies

Up and Coming
May 24, 2016
It worked for me in 1.3.2, but i then moved to one swap chain for each eye
Inspiring
May 24, 2016
Yes, you can still do it successfuly.

Up and Coming
May 24, 2016
Hi,
It supports single buffer. But the CV1 has asymmetric lenses. That means the projection matrix used to render the left eye is different than the right eye. And I didn't read all the code of your sample, but I think the issue is here: it uses the left projection matrix to render both eyes. So
The rendering projection on the right eye seems to be failing... or something. Still debugging it.



:smile:
May 25, 2016

Mecrof said:

Hi,
It supports single buffer. But the CV1 has asymmetric lenses. That means the projection matrix used to render the left eye is different than the right eye. And I didn't read all the code of your sample, but I think the issue is here: it uses the left projection matrix to render both eyes. So
The rendering projection on the right eye seems to be failing... or something. Still debugging it.



:smile:


Thanks for the responses! And @Mecrof, you were absolutely correct. The issue was caused by an incorrectly cached projection matrix.