Changing Rift viewport and rendering cameras after the Rift
Our project has a requirement that we display content in the Rift, and different content to one or more additional displays connected to the same PC.
For previous versions of our project built with the older SDKs (0.2 and 0.3), we achieved this by creating a very large Unity player (eg, 1920x1080, for a 1080p viewport above the 1280x800 DK1 viewport). We used a script to reposition the draw rect for the left and right eye cameras, and our 3rd … nth cameras, and to make the window chromeless (“borderless fullscreen”).
The new DK2 0.40 SDK presents some problems for us -- it seems that we can’t easily resize/move the OVR eye ports around in the window or draw additional cameras. The OVRCameraController seems to cover any additional camera draw rectangles with a black mask. This is not ideal. Anyone have any thoughts on overcoming this limitation?
For previous versions of our project built with the older SDKs (0.2 and 0.3), we achieved this by creating a very large Unity player (eg, 1920x1080, for a 1080p viewport above the 1280x800 DK1 viewport). We used a script to reposition the draw rect for the left and right eye cameras, and our 3rd … nth cameras, and to make the window chromeless (“borderless fullscreen”).
The new DK2 0.40 SDK presents some problems for us -- it seems that we can’t easily resize/move the OVR eye ports around in the window or draw additional cameras. The OVRCameraController seems to cover any additional camera draw rectangles with a black mask. This is not ideal. Anyone have any thoughts on overcoming this limitation?
