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 help1.9KViews0likes11Comments