[Suggestion/Bugfix] Orthographic projection Oculus Rift canvas rendering
We ran into an issue with the Console/stats UI having a strange offset when we adjust the world to meter scale to a larger value (3600 for example).
This is what it looks like it's when adjusted to that value:
Adjusting the GetOrthoProjection function in FOculusRiftHMD (OculusRiftHMD.cpp:1195) to the following, makes the values readable and sharp again when looking through the Oculus.
This is what it looks like afterwards:
However I have some questions regarding this change. I removed the usage of the OrthoDistance argument. Why is distance involved in an orthographic projection? Orthographic projections usually don't have a variable distance as far as I know. Also, why is this scaled with the world to meter scale?
I have also removed the texture padding per eye. It would be nice to have more information on why texture padding is involved with the projection calculation.
Thanks in advance!
asked Dec 15 '15 at 03:25 PM in C++ Programming
I was able to reproduce this issue on our end. I have written up a report ( UE-24880) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day
answered Jan 04 '16 at 06:03 PM
Rudy Q ♦♦ STAFF
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