Fill the Vive's FOV with textures from a rendernode attached to mainview
Hi folks,
I'm using the Vive and can't seem to calculate the field of view used by vizard for the stereo rendering. I need this along the binocluar and vertical directions. Ultimately, I would like to render textures passed from a rendernode attached to the mainview onto a screen/rectangle that fills the person's FOV. Success would look very much like the original stereo projection, except that the viewer is really viewing a monocular display similar to a rear-projected screen that is stable within the head's frame of reference. Togglign the alpha of the screen would have no major effects except add/remove stereo disparity information. Example code below (for use with a Vive) that is lacking in two important ways: - I must set the camera's field of view to match the binoc field of view used when rending for the vive - I must set the height/width of the screen so that it matches the binc. field of view, overlapping with the stereoscopic field of view inside the Vive. Code:
# Create render node for camera |
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