Int x = SDL_WINDOWPOS_CENTERED, y = SDL_WINDOWPOS_CENTERED Std::cout & amp amp lt & amp amp lt "ERROR: Oculus Rift not detected" & amp amp lt & amp amp lt std::endl Result = ovr_Create(& amp amp amp hmd, & amp amp amp luid) Std::cout & amp amp lt & amp amp lt "ERROR: Failed to initialize libOVR" & amp amp lt & amp amp lt std::endl OvrResult result = ovr_Initialize(nullptr) ![]() In this section, we initialize SDL2, Oculus and OpenGL contexts. We will explain how we use this variable later in this tutorial. It is used to translate the texture on the X axis. The only difference is the hit uniform variable. The shader above is a simple 2D texture shader. Out_color = vec4(texture(u_textureZED, b_coordTexture).rgb,1) Gl_Position = vec4(in_vertex.x - hit, in_vertex.y, in_vertex.z,1) Then we create two global GLchar* variables that contain the source code for the vertex shader and the fragment shader. The ZED camera can output stereo video at 60 FPS in HD720 and up to 100 FPS in VGA. Oculus recommends to develop 75 FPS applications for a better experience: “This is one of the reasons it is so critical to run at 75fps v-synced, unbuffered.” This variable is used to set a maximum limit to the number of frames rendered per second. #include & amp amp lt zed/Camera.hpp& amp amp gt #include & amp amp lt OVR_CAPI_GL.h& amp amp gt #include & amp amp lt OVR_CAPI.h& amp amp gt #include & amp amp lt OVR.h& amp amp gt #include & amp amp lt SDL_syswm.h& amp amp gt #include & amp amp lt SDL.h& amp amp gt #include & amp amp lt stddef.h& amp amp gt #include & amp amp lt GL/glew.h& amp amp gt #include & amp amp lt Windows.h& amp amp gt #include & amp amp lt iostream& amp amp gt To keep the code clean, we manage OpenGL shaders within an external class named Shader. We create a main C++ file and include standard headers for I/O, SDL2, ZED (Camera.hpp) and Oculus (core, CAPI and CAPI GL). Let’s break down the code piece by piece. The ZED images will be adjusted to improve stereo visual comfort and match the Rift display resolution and FOV. An SDL window will be created on the desktop monitor to mirror the Rift’s view. In this example, we will capture and render ZED images to the Oculus Rift DK2. Copy SDL2 and GLEW dll to the folder where the executable of the project has been generated.Set the CMake variable SDL_PATH with the path of the SDL2 library (eg: “C:\SDL2-2.0.3”).Set the CMake variable OCULUS_PATH with the path of your SDK (eg: “C:\ovr_sdk_win_0.8.0.0\OculusSDK”).To generate the project, use CMake as described in the documentation. You can download the complete source code for this project on our GitHub page. This tutorial has been written for Oculus SDK 0.8, but works with newer versions. ![]() Render to each Oculus eye a ZED imageġ0.4. Grab ZED image and bind the frame bufferġ0.2. So when you change out lenses with varying focal lengths, your field of view will either widen or narrow.10.1. The smaller the focal length of the lens, the wider the angle or the wider the field of view. While decreasing the field of view can be done by using a zoom lens or simply moving the camera, depending on what you’re trying to achieve. In order to capture more of a scene for instance, a wide angle lens might be used. ![]() In photography, changing the field of view is possible simply by changing the lens. The wider the field of view, the more one can see of that observable world. This is often hard to accomplish through gaming or optical devices. In humans, the average field of view is about 170-180 degrees. It refers to the coverage of an entire area, rather than a fixed focal point. Field of view (FOV) also describes the angle through which one can see that observable world. Field of View Definition What is field of view?įield of view is the extent of the observable world that is seen at a given time either through someone's eyes, on a display screen, or through the viewfinder on a camera.
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