FOVE SUPPORT CENTER

Display two different images one for each eye

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3 comments

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    sapphous sapphous

    If you're using the SDK, you render to the FOVE by rendering to a texture & sending that texture to the device, with the left eye's image rendered on the texture's left half and the right eye's image on the right half. So it would be as simple as rendering one of your images to the left half and the other to the right half of that texture... No different from rendering anything else.

    I'm speaking from experience with the C++ SDK using OpenGL, though I understand it's the same thing for DirectX; I don't know anything about the Unity or Unreal plugins, if that's what you're using.

  • Avatar
    Jeff

    As Sapphous said, within the C/C++/C# SDK you have complete freedom to submit any buffer to either eye, so it's fairly simple to render different content to different buffers (or different parts of a buffer) and submit those to the compositor.

    Within the Unity plugin, we've achieved this by using different masks on the left/right cameras, then marking objects in the scene on different layers. That said, the left/right cameras are created at runtime, in which case the layer mask needs to be set by a script at runtime.

  • Avatar
    Jeff

    Also this thread is similar, for more reading:

    https://support.getfove.com/hc/en-us/community/posts/360025958134-Different-images-in-Unity

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