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Has issue with rendering in uneven scale of the viewport #74
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I'm not sure I understand the issue. Is this something about VR/XR? If so, I have exactly zero VR devices around, and no idea what could be wrong or where. |
It's not related to VR/XR, only related to the off-axis frustum used to render half sided viewports, it can be viewed on any screen using some parallel viewing method, naked eye or with some lenticular glasses. |
Ah, so you're trying to use a non-standard (off-axis) projection matrix somehow? Yeah that probably does not work correctly right now, just like orthoghraphic camera does not (#25), I'm gonna close this as duplicate. |
I have modified the shader code and now it looks correct now. |
I tried to turn this into desktop 3D, it works but has this issue, the image looks "feathur" like:
scale any viewport of the left/right camera to w=1 instead of 0.5 will correct this looking.
I tried with both dual camera or MockHMD, both are the same result.
I guess is has something to do with the half-width pixel render support inside the shader code, please help to look into it.
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