Hi,
I was able to fix the problem by changing a variable directly Inside the DXEngine.OculusWrap Library Inside the OculusWrapVirtualRealityProvider.cs script where it says:
That fixes the "field" of view or whatever its called (im a bit short on knowing exact syntax of settings and whatnot). Since I know absolutely Nothing about Matrixes and those types of stuff I was still wondering if its possible to have a "sphere" like type of matrix to store the "field of view" instead of a "square" like "field of view". So im not too sure that I should be fiddling around that script as i undersand approx 1% of it haha but still its obvious to me that the "field of view" issue was due to it beeing square and not beeing far enough so at least the distance is fixed. Im probably getting ahead of myself there stating that i should try to make a sphere matrix of "field of view" since i know Nothing about matrixes.
Also I stumbled upon this snippet of code here in the same OculusWrapVirtualRealityProvider.cs and was wondering if the index was right? Isnt it supposed to be 0 instead of 1 since the two statements just seem to overwrite each other there.
I was able to fix the problem by changing a variable directly Inside the DXEngine.OculusWrap Library Inside the OculusWrapVirtualRealityProvider.cs script where it says:
Code:
//zFar *= 1.2f; // increase the zFar - the FarPlaneDistance is not exactly correct because the camera can be higher because the eye's Position can be over the Camera's position
zFar *= 10f; /// I just changed the zFar variable to *=10f which might be too much i dont really know. It renders anyway so im gonna be testing that.That fixes the "field" of view or whatever its called (im a bit short on knowing exact syntax of settings and whatnot). Since I know absolutely Nothing about Matrixes and those types of stuff I was still wondering if its possible to have a "sphere" like type of matrix to store the "field of view" instead of a "square" like "field of view". So im not too sure that I should be fiddling around that script as i undersand approx 1% of it haha but still its obvious to me that the "field of view" issue was due to it beeing square and not beeing far enough so at least the distance is fixed. Im probably getting ahead of myself there stating that i should try to make a sphere matrix of "field of view" since i know Nothing about matrixes.
Also I stumbled upon this snippet of code here in the same OculusWrapVirtualRealityProvider.cs and was wondering if the index was right? Isnt it supposed to be 0 instead of 1 since the two statements just seem to overwrite each other there.
Code:
_eyeRenderDesc[0] = _ovr.GetRenderDesc(_sessionPtr, EyeType.Left, _hmdDesc.DefaultEyeFov[0]);
_hmdToEyeOffset[1] = _eyeRenderDesc[1].HmdToEyeOffset; /// isnt this one supposed to be the index 0. i tested it anyway and it /// doesnt really change anything.
_eyeRenderDesc[1] = _ovr.GetRenderDesc(_sessionPtr, EyeType.Right, _hmdDesc.DefaultEyeFov[1]);
_hmdToEyeOffset[1] = _eyeRenderDesc[1].HmdToEyeOffset;
