Open MZwetsloot opened 3 years ago
I'm having the same issue
I haven't got access to a working iOS dev environment anymore which is a PITA..
No idea up front, sounds like there have been changes in the way that iOS handles screen orientation since I build the mobile solution because it was actually build using my iPhone 5 at the time and was the right way up :)
We may need to add some iOS specific code in the commit_eye function and change the blit rectangles according to the orientation of the phone.
Actually interesting question, we should first verify if the left eye is on the left side of the screen and its then just the sensor data that is being reported incorrectly?
As far as I can see while testing: the left eye is on the left side, so that shouldn't be the problem. @BastiaanOlij
Godot version
3.3.stable
System information
iOS14, iPhone 6s, GLES2 + GLES3, Xcode 12.5.1, macOS 11.3.1
Issue description
When testing the native mobile VR interface on an iPhone, the 3D content appears upside down. It doesn't matter what the orientation settings are (either inside Godot or Xcode), the 3D content is still upside down. For some reason, any 2D nodes overlaying the 3D content do have the right orientation.
The same code works fine on Android.
Steps to reproduce
Create or open any sample project with mobile VR and build it with Xcode for iOS. Issue is present in GLES2 as well as GLES3.
Minimal reproduction project
https://gabrielvictor.itch.io/godot-mobvr