Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fixed image splitting in VR mode #8138

Closed

Conversation

SorryNotSorryBasileus
Copy link

Fixed image splitting in VR #8137 according to http://paulbourke.net/stereographics/stereorender/. Tested in HTC Vive.

@cesium-concierge
Copy link

Thank you so much for the pull request @SorryNotSorryBasileus! I noticed this is your first pull request and I wanted to say welcome to the Cesium community!

The Pull Request Guidelines is a handy reference for making sure your PR gets accepted quickly, so make sure to skim that.

  • ❌ Missing CONTRIBUTORS.md entry.
  • ✔️ Signed CLA found.
  • CHANGES.md was not updated.
    • If this change updates the public API in any way, please add a bullet point to CHANGES.md.
  • ❔ Unit tests were not updated.
    • Make sure you've updated tests to reflect your changes, added tests for any new code, and ran the code coverage tool.

Reviewers, don't forget to make sure that:

  • Cesium Viewer works.
  • Works in 2D/CV.
  • Works (or fails gracefully) in IE11.

@hpinkos
Copy link
Contributor

hpinkos commented Sep 18, 2019

@lilleyse or @tfili can you review this?

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@OmarShehata
Copy link
Contributor

I can confirm @SorryNotSorryBasileus has a signed CLA so this is good to start reviewing.

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

1 similar comment
@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@Lastkraftwagen
Copy link

Who should be noted here to merge this fix? very useful changes for working with vr. Please, somebody with write access, megre this request.

@mramato
Copy link
Contributor

mramato commented Feb 26, 2020

@Lastkraftwagen I apologize for the slow response here. @lilleyse are you the best person to review this, or can you suggest someone else?

@Lastkraftwagen
Copy link

@lilleyse, I've asked @SorryNotSorryBasileus for permissions and resolved merge conflicts with CONTRIBUTORS.md. Can you merge this pull request, please?

@SorryNotSorryBasileus
Copy link
Author

Couple of before-after screenshots.
before
after

@Lastkraftwagen
Copy link

I've tested the code, written by @SorryNotSorryBasileus , on Oculus CV1. Everything works correctly.

@lilleyse
Copy link
Contributor

lilleyse commented Mar 2, 2020

@SorryNotSorryBasileus @Lastkraftwagen thanks for the PR and screenshots. I have a Google Cardboard I'm going to try out.

My only code suggestion (right now) is to not allocate two PerspectiveOffCenterFrustum every frame. Is it possible to reuse a scratch PerspectiveOffCenterFrustum?

@lilleyse
Copy link
Contributor

lilleyse commented Mar 3, 2020

@SorryNotSorryBasileus I pushed some cleanup related changes in bec0617. I confirmed that after my changes it looks exactly the same as your changes. I still need to do a final test with the Cardboard but I expect to merge this tonight or tomorrow.

@lilleyse
Copy link
Contributor

lilleyse commented Mar 3, 2020

Something buggy is happening when scene.logarithmicDepthBuffer is false. I noticed it on my phone which doesn't support gl_FragDepth and falls back to multifrustum. I think it's only working for the closest frustum.

vr-multifrustum

@emackey
Copy link
Contributor

emackey commented Mar 3, 2020

Off-topic, but someday it would be nice to deprecate this whole fake VR implementation and replace it with proper WebXR integration.

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

3 similar comments
@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@midnight-dev
Copy link

Something buggy is happening when scene.logarithmicDepthBuffer is false. I noticed it on my phone which doesn't support gl_FragDepth and falls back to multifrustum. I think it's only working for the closest frustum.

@lilleyse I'm not viewing it with a headset, just using an eye trick. I don't see anything horribly wrong with the screenshot, but the basket seems a little off. Was this what caught your attention, or is the distance to the background off? I only notice an issue with the basket using just my eyes.

Also, does this multifrustum issue occur in the current pseudo VR code? If so, that problem may be outside the scope of this PR, which attempts to fix the projection angles for less eye strain.

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

2 similar comments
@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@cesium-concierge
Copy link

Thanks again for your contribution @SorryNotSorryBasileus!

No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?

I'm going to re-bump this in 30 days. If you'd like me to stop, just comment with @cesium-concierge stop. If you want me to start again, just delete the comment.

@emackey
Copy link
Contributor

emackey commented Oct 1, 2020

@cesium-concierge stop

@ggetz
Copy link
Contributor

ggetz commented Jan 25, 2022

@SorryNotSorryBasileus thanks for your work here, but we're going to opt to close this out. We feel our current implementation is really a stop gap solution for VR and would rather proper XR support. If you have any interest in the implantation or have further thoughts, please let us know here: #3422.

@ggetz ggetz closed this Jan 25, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
No open projects
Status: Issue/PR closed
Development

Successfully merging this pull request may close these issues.

10 participants