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Change IPD at runtime #142
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The WebVR API provides this: If the HMD allows changing IPD, the WebVR API might be on the hook for On Sun, May 29, 2016 at 12:10 PM Rui [email protected] wrote:
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Thank you @borismus . And about the other part of my question: The reason I ask for this is that I have a scene where there seems to be flat .. no prespective. So to correct that I assumed to be related to IPD. But further looking led me to think that this might be related to both VREffect and VRControls scale, along with field-of-view value. Are there any guidelines how to set the correct scaling to the world and adapt the effect/controller scale and fov to have the correct depth? And doesn't the VREffect hide some parts of the image that might be relevant ? (I say this because some oficial google cardboard demos don't have the black borders effect). If you want I can open separate issues for that.. |
You should use meters as your world unit. So an object that is 1x1x1 is a On Mon, May 30, 2016 at 1:39 PM Rui [email protected] wrote:
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And if I scale my scene? How that correlates to the controls/effect scale? |
The effect offset is fixed and in meters, so you can't really scale your On Mon, May 30, 2016 at 2:45 PM Rui [email protected] wrote:
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Ok..so I have one more doubt related to this... In this example on how to handle object scale in WebVR by @toji there is a change in scale of the effect when changing the scale of the control..
that from what I understand is related to camera location and the kind of scale sense we want to have in each different location. Looking at that makes me confused as it seems the effect scale it might have some influence.. what do you think? Thanks |
That scale example is woefully incomplete and possibly misleading.I should probably take it down or make it private so as not to confuse anyone. The basics of forcing scale is this: The API (and hence the polyfill) will ALWAYS return values in meters. This applies to IPD and position. By default if you want something to appear to be 1 meter tall you make it 1 unit tall in your rendering. If you want something to look twice as big you have two options: Scale the object up by 200% or scale the VR position and IPD by 50%. Either way works, and the one that you use is dependent on the effect you want to achieve. |
Ok, that is more clear, thank you @toji. 2016-05-31 4:05 GMT+01:00 Brandon Jones [email protected]:
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Hi,
don't know if exists but there is any way to access the interpupillary distance of the lenses in runtime to change it (for example via an ui) so the user can calibrate it?
I see some info on that on the web-vr-polyfill.js - Viewers but is that accessible and changable in runtime?
EDIT: The reason I ask for this is that I have a scene where there seems to be flat .. no prespective. So to correct that I assumed to be related to IPD. But further looking led me to think that this might be related to both VREffect and VRControls scale, along with field-of-view value.
I'm using some scaled models.
Are there any guidelines how to set the correct scaling to the world and adapt the effect/controller scale and fov to have the correct depth?
And doesn't the VREffect hide some parts of the image that might be relevant ? (I say this because some oficial google cardboard demos don't have the black borders effect).
Thanks
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