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Stereoscopic VR rendering with RaymarchingRenderer #8

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@andybak

Stereo 3D is somehow broken with RaymarchingRenderer (it seems OK with RaymarchingObjects). I can't be sure but I think each eye is getting exactly the same image.

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  1. friken commented on May 21, 2018

    @friken

    this is also an issue w OpenVR... left and right eyes not getting correct images. RaymarchingObjects work but RaymarchingRenderer does not. Note that the Oculus VR driver works fine... the OpenVR does not.

  2. kevinw commented on May 22, 2018

    @kevinw

    I used Camera.CalculateFrustumCorners to deal with the different VR setups--OpenVR has oblique frustums, and the difference between single-pass and multi-pass is tricky too. Check out this gist I extracted from my project to see the relevant bits for getting a correct camera ray for each eye--this is the method that worked for me for Oculus, OpenVR, single and multipass.

  3. friken commented on May 22, 2018

    @friken
  4. self-assigned this
    on Nov 16, 2018
  5. modified the milestones: v1.0.1, v1.0.2 on Jan 24, 2019
  6. friken commented on Aug 6, 2019

    @friken

    looking at the newest, the forward_modworld_VR works well in my oculus and vive headsets. Is forward required for working VR? Can you take a few and explain the VR fix and any limitations you know of?

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