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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 cam = viz.addRenderNode() #cam.fov = 100.0 #cam.setFov(100,1.5,.1,50) #cam.setSize(1280,720) cam.setProjectionMatrix(vizconnect.getRawTracker('head_tracker').getMatrix()) cam.setRenderTexture(video) cam.setMultiSample(viz.AUTO_COMPUTE) cam.setRenderLimit(viz.RENDER_LIMIT_FRAME) #cam.setProjectionMatrix(hmd.getMatrix()) # Get handle to screen object and apply video feed to it screen = vizshape.addBox([1,1,0,])#,top=False,bottom=False,left=False,right=False,back=False) #screen.setScale([1.845,1.155,1]) screen.texture(video) cam.renderOnlyIfNodeVisible([screen]) screen.setReferenceFrame(viz.RF_VIEW) #screen.setPosition([0,0,1]) screen.setPosition([0,-.12,1]) screen.renderToAllRenderNodesExcept([cam]) screen.alpha(0.7) |
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