VR: Add buffer between left/right eye textures
This prevents bleeding across the individual viewports when the oculus SDK applies distortion mapping. The current reccommended values are 100px for SDK <= 0.5 and 8px for > 0.5 See: http://static.oculus.com/sdk-downloads/documents/0.6.0/Oculus_Developer_Guide.pdf in the "Bugs Fixed Since the Last Release" section. For an example of this artifact, see the correct scene render: ![Imgur](http://i.imgur.com/fZZExg8.jpg) followed by a scene that bleeds the left eye into the right eye: ![Imgur](http://i.imgur.com/dZalmPS.jpg)
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src/ovr.cpp
12
src/ovr.cpp
@ -9,6 +9,12 @@
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namespace bgfx
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{
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#if OVR_VERSION <= OVR_VERSION_050
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static const int s_eyeBuffer = 100;
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#else
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static const int s_eyeBuffer = 8;
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#endif // OVR_VERSION...
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OVR::OVR()
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: m_hmd(NULL)
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, m_isenabled(false)
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@ -50,7 +56,7 @@ namespace bgfx
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ovrSizei sizeL = ovrHmd_GetFovTextureSize(m_hmd, ovrEye_Left, m_hmd->DefaultEyeFov[0], 1.0f);
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ovrSizei sizeR = ovrHmd_GetFovTextureSize(m_hmd, ovrEye_Right, m_hmd->DefaultEyeFov[1], 1.0f);
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m_rtSize.w = sizeL.w + sizeR.w;
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m_rtSize.w = sizeL.w + sizeR.w + s_eyeBuffer;
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m_rtSize.h = bx::uint32_max(sizeL.h, sizeR.h);
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m_warning = true;
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}
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@ -169,12 +175,12 @@ ovrError:
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ovrRecti rect;
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rect.Pos.x = 0;
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rect.Pos.y = 0;
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rect.Size.w = m_rtSize.w/2;
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rect.Size.w = (m_rtSize.w - s_eyeBuffer)/2;
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rect.Size.h = m_rtSize.h;
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m_texture[0].Header.RenderViewport = rect;
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rect.Pos.x += rect.Size.w;
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rect.Pos.x += rect.Size.w + s_eyeBuffer;
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m_texture[1].Header.RenderViewport = rect;
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m_timing = ovrHmd_BeginFrame(m_hmd, 0);
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