Open RuiOrey opened 8 years ago
The WebVR API provides this: https://mozvr.com/webvr-spec/#vreyeparameters-attributes
If the HMD allows changing IPD, the WebVR API might be on the hook for exposing it through the above means.
On Sun, May 29, 2016 at 12:10 PM Rui notifications@github.com wrote:
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?
Thank you in advance!
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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? So - what scales to use on the world and how do they relate to the effect/control scale? So if I need to scale objects, how should I scale the effect/controls?
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 cube of volume 1m^3.
On Mon, May 30, 2016 at 1:39 PM Rui notifications@github.com wrote:
Thank you @borismus https://github.com/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? So - what scales to use on the world and how do they relate to the effect/control scale? So if I need to scale objects, how should I scale the effect/controls?
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..
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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 scene.
On Mon, May 30, 2016 at 2:45 PM Rui notifications@github.com wrote:
And if I scale my scene? How that correlates to the controls/effect scale?
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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..
vrEffect.scale = vrControls.scale;
.
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. So by scaling the VR position and IPD you mean: scale the position and the VRControls? Because that (VRControls scaling) seems to have some effect on depth perception and IPD, at least from the tests I've made..
2016-05-31 4:05 GMT+01:00 Brandon Jones notifications@github.com:
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.
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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