Flexman Posted October 18, 2017 Share Posted October 18, 2017 When enabling VR mode (using Rift) the Sensors are displayed. How can we override this so these objects are hidden? And a C++ or LUA question, can we copy the VR buffer to a desktop window? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted October 18, 2017 Share Posted October 18, 2017 3 minutes ago, Flexman said: When enabling VR mode (using Rift) the Sensors are displayed. How can we override this so these objects are hidden? And a C++ or LUA question, can we copy the VR buffer to a desktop window? There is a command to get the controller model. You will have to look at the header files since VR is not yet finished / documented. Yes, you can get the VR eyebuffer and display it on the screen. It's in the header. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted October 25, 2017 Author Share Posted October 25, 2017 Barrel Distortion needs to be done before VR is usable out of the box. Was fun to play with though. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted October 25, 2017 Share Posted October 25, 2017 5 minutes ago, Flexman said: Barrel Distortion needs to be done before VR is usable out of the box. Was fun to play with though. It should be working just fine. What hardware are you using? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted October 25, 2017 Author Share Posted October 25, 2017 Rift. If you say it's implemented then it's possible I must be bypassing it. Using C++ only and a bare map, terrain, a cockpit model and a directional light. No post processing filters or anything. If those are required I'll give it another go, but I didn't read anything that suggested otherwise. Screenshot of mirror display attached. int main(const int argc,const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create("VR Test", 0, 0, 1024, 768, Window::Titlebar); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); VR::Enable(); Map::Load("Maps/start.map"); ... ... } Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Admin Posted October 26, 2017 Share Posted October 26, 2017 if you get the VR eye buffer and draw it that is not the same image that is actually drawn on the headset display. Did you use the actual headset to view? Quote Link to comment Share on other sites More sharing options...
Flexman Posted October 29, 2017 Author Share Posted October 29, 2017 Cheers Jen, that makes sense. I'll try and be clear about why I asked the original question. Expected behaviour; With VR enabled, given a simple a scene when I tilt my head in different axis I expect to see the scene shift accordingly. Observed behaviour: Scene elements like a skybox and terrain appear to parallax against foreground objects causing nausea. Mostly when looking up and down. I initially put this down to improper distortion. It's not something I've experienced when replicating the scene in another engine. What I tried: After adding trees to the scene, the observed height of a tree (apparent image height as seen within the headset) appears to change when looking up and down. Thoughts/suggestions? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted October 29, 2017 Share Posted October 29, 2017 I remember this from a demo I made for an enterprise client. I think vegetation may not be 100% working in VR. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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