Open SamXiaosheng opened 5 years ago
When use OpenGL texture to display for VR. How to solve resolution inconformity? vr::TrackedDevicePose_t tracked_device_poses[vr::k_unMaxTrackedDeviceCount]; vr::VRCompositor()->WaitGetPoses(tracked_device_poses, vr::k_unMaxTrackedDeviceCount, NULL, 0);//must use, or never display vr::Texture_t leftEyeTexture = { (void)(uintptr_t)imageTex, vr::TextureType_OpenGL, vr::ColorSpace_Gamma }; vr::VRCompositor()->Submit(vr::Eye_Left, &leftEyeTexture); vr::Texture_t rightEyeTexture = { (void)(uintptr_t)depthTex, vr::TextureType_OpenGL, vr::ColorSpace_Gamma }; vr::VRCompositor()->Submit(vr::Eye_Right, &rightEyeTexture);
Recently, I capture video stream with 1080p resolution including left and right image from ZED camera. In addition, i transform left and right images into OpenGL textures. When i submit those textures into VR to display 3D view. As the result, field of view is very narrow. the resolution of the HTC vive is 23162180 nearly, but my resolution is 1080p. I should how to solve this problem? Any help will be appreciated sincerely.