OVROverlay rendering incorrectly with Single Pass rendering turned on
Hello,
I am currently working on a GearVR application in Unity using version 2017.1.1f1, and we are having issues OVROverlays since switching to Single Pass rendering. We have an OVROverlay that we use as part of our initial splash flow. When we were using multipass rendering the OVROverlay appeared centered and scaled correctly. Now it appears offset to the right, further away, and has jagged seams around the edge of the quad.
I'm just curious if this is a known issue, and if there is any known solution to this problem. I'm currently experimenting with different options but so far nothing has produced the desired visual result.
I am currently working on a GearVR application in Unity using version 2017.1.1f1, and we are having issues OVROverlays since switching to Single Pass rendering. We have an OVROverlay that we use as part of our initial splash flow. When we were using multipass rendering the OVROverlay appeared centered and scaled correctly. Now it appears offset to the right, further away, and has jagged seams around the edge of the quad.
I'm just curious if this is a known issue, and if there is any known solution to this problem. I'm currently experimenting with different options but so far nothing has produced the desired visual result.
