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Participant
November 10, 2015

Two OpenGL related issues

Hello,

I have two OpenGL related issues:

1. Oculus by default seems to look to Z-, is it possible to make it look to Z+? Rotating the orientation quaternion per eye seems to do the trick but not very nicely, I get a little cross-eyed feeling from up close, and weird head rotations.

2. Everything seems to be super bright when I switch to oculus rendering, like, very bright. I am using GL_SRGB8_ALPHA for my buffers. Changing it to RGBA8 makes no difference in oculus, but it makes mirror rendering normal.

Hope you can help me. :)

    8 replies

    Inspiring
    November 10, 2015
    Check the sRGB/Gamma Correctness portion of this page for the brightness issue:
    https://developer.oculus.com/documentat ... changes_06

    I can ask about converting the rotation, I'm not sure about that.
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    Murloc992Author
    Participant
    November 10, 2015
    Even after changing my internal post-processing to use SRGB8_ALPHA8, it's still brighter than my normal monitor. Can this be monitor related issue, meaning that Oculus is just a brighter monitor in general? I think I could go around this by decreasing gamma by a tiny bit. :)

    I would really love to switch the orientation though.
    Up and Coming
    November 10, 2015
    hi @Murloc992
    For the SRGB issue, read this topic https://forums.oculus.com/viewtopic.php?f=34&t=25952. It should help you.
    Murloc992Author
    Participant
    November 11, 2015
    "Mecrof" wrote:
    hi @Murloc992
    For the SRGB issue, read this topic https://forums.oculus.com/viewtopic.php?f=34&t=25952. It should help you.


    Seems like I will also revert to being with RGBA8 for now. :)

    But what about the reversing Z axis orientation? I don't want people to stand their back to the PC when running my demo. :)
    Up and Coming
    November 12, 2015
    I'm not really sure about that but Oculus SDK is mainly developed for Direct3D which has a left handed coordinate system. So Z is + at Front and - at back. So when you develop with OpenGL which has a right handed coordiante system, everything is reverted on the Z axis. Because Oculus SDK doesn't change its coordinate system when using OpenGL.
    It's the most logical explanation that I found. :D
    Maybe someone to confirm ?
    Murloc992Author
    Participant
    November 13, 2015
    I can bypass orientation issue for now, but the color issue is still haunting me. Maybe anybody else knows how to make colors a little less bright? Because I have some objects that glow, on the pc it looks normal, but on oculus it might burn an eye or two. :(
    Murloc992Author
    Participant
    November 13, 2015
    Seems like I have fixed both of them.

    Orientation issue was fixed by using a brute-force method: disconnecting the tracker.

    Brightness issue was somewhat resolved by not enabling GL_FRAMEBUFFER_SRGB but still using srgb textures. This results in a bit dimmer than PC colors, but not eye burning also, so it's nice.
    Up and Coming
    November 16, 2015
    For brightness issue, I've found the same "solution".
    And for the orientation issue, I've just inverted my scene on the Z axis (erk !).