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#1
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Hi Jeff,
Thanks for getting back to me! First off, is it perhaps better if we handle this through a support ticket and then post the final results here? I have hacked together the following to get Vive specs: Code:
display_node = vizconnect.getRawDisplay('main_display').displayNode if type(display_node.getSensor()).__name__=='SteamVRHMD': resolution = (1080.*2,1200.) refreshRate= 90. # get FOVy and aspectr from the Vive's projection matrices import vizmat a=vizmat.Transform() a.set(display_node.getSensor().getProjectionMatrix(viz.LEFT_EYE)) left = a.getPerspective() a.set(display_node.getSensor().getProjectionMatrix(viz.RIGHT_EYE)) right = a.getPerspective() FOVy = (left[0]+right[0])/2. aspectr = (left[1]+right[1])/2. This also leaves me with a new question. In this situation, should i open the overlay (setRenderWorldOverlay())with the resolution of the two screens combined (i.e., 2160x1200), or should i open it at a single eye size, 1080x1200? When i do the latter, things are positioned way off in the HMD, so i used the former which seems to work ok. Its however hard to know if things are positioned correctly, since we can't use a ruler to measure. Thank you and all the best, Dee |
#2
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Hi Jeff,
I just realize that more is affected by the fact that viz.MainWindow refers to the auxiliary window on the desktop: calls to functions such as viz.MainWindow.worldToScreen() don't do the right thing either, returning values in desktop screen instead of HMD screen pixel-coordinates. I hope there is some "he, dude, tell me about the HMD screen please" flag somewhere All the best, Dee |
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