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December 10, 2013

Canvas stereo / convergence

Hi all -

I'm playing around with canvas and trying to get some HUD elements to look right in the Rift. As a first cut, I'm just trying to get some text to appear and be legible in the middle of the screen. I must be missing something obvious in the Oculus UDK integration.

Using canvas.drawtext in my drawhud() function of myhud class, the text draws on both the left and right sides of the stereo image, but is not properly placed so that the sides can converge. Clearly the images need to be offset to create convergence, but since the OC/UDK is placing the stereo images automatically, I can't find a way to make the offset happen.

Has anyone gotten canvas.drawtext to be properly stereo-rendered? Any tips?

I also noticed that the Oculus debug HUD is also not converged - is it like that for everyone? Or maybe I tweaked a global setting somewhere else and mucked this up?

Thanks!
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    3 replies

    romoAuthor
    New Participant
    December 10, 2013
    In case it is helpful here, I also noticed that changing the HUDoffset value in the defaultengineUDK config file has no effect on the position of the left and right sides of the HUD text. So it seems that either this value is getting reset somewhere, or it is not being applied to the drawtext call.
    romoAuthor
    New Participant
    December 11, 2013
    Update here for anyone interested...I seem to be able to get the text to converge by setting the canvas depth (PosZ from canvas.setpos) to between 50 and 100 Unreal Units. The most comfortable distance might be somewhere outside this range, but I've got more testing to do.
    Inspiring
    December 11, 2013
    Interesting.
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