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Oculus integration view is off

Afuerg
Level 2
I've integrated Oculus in a C++ project and it mostly works, but I have some trouble with the display that I can't seem to figure out.
When I watch my scene the center is sharp and everything there is where it's supposed to be, but if I go further from the center the two views are drifting off. For example, straight lines meet just in the screen center and then drift off.

Here's a little illustration:


Besides the official documentation I looked at the Open Screen Graph implementation to see how it's done, but I still can't figure out what exactly the problem is.

I played around with ProjectionCenterOffset, DistortionScale and the shader values with no success, so could someone please point me in the right direction?
1 REPLY 1

tlopes
Level 2
Beyond the shader parameters that you need to set, you also have to properly account for the offset on each eye by modifying the view and projection matrices according to the SDK. Did you do that as well?