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2017.3 Edges are black #2

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ionic234 opened this issue Feb 17, 2018 · 5 comments
Open

2017.3 Edges are black #2

ionic234 opened this issue Feb 17, 2018 · 5 comments

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@ionic234
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When viewing the demo's in 2017.3 black can appear around the edges of the mirrors / portals depending on your head movement and position.

@ionic234 ionic234 changed the title 2017 edges are black 2017.3 Edges are black Feb 17, 2018
@ionic234
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After further experimentation this seems to be an error with the useSicssor flag. If this is set to false then the portals render correctly. Fixing the GetScissorRect and GetScissorMatrix functions in the SteroRenderer.cs file is a bit outside my ability but i believe the problem lies somewhere in those functions.

@broehl
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broehl commented Feb 21, 2018

@ionic234 -- Thanks very much for finding this! I just upgraded to 2017.3 and ran into this problem, and sure enough setting useScissor to false solved it. Saved me a bunch of time.

Hopefully the developers will fix the bug, but in the meantime at least there's a work-around.

@ionic234
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No problem, glad i could help. As a side question do you know what the StereoRenderShader-SingleTexture shader does. I'd like to get the portal to render in mono so that it looks more like a tv screen than a window. I've tried to get this shader running by flipping the StereoRenderDevice.IsNotUnityNativeSupport check in SteroRender.cs but only the left eye seems to render correctly with the right eye rendering a view that doesn't sync with my position or the left view. Don't think i can submit this as a bug as i'm using a nonstandard way of getting it to work on the Vive but am i right in thinking this is a mono shader that would do what i need? If so any hints on how to get it working would be greatly apreciated as im new to Unity / VR development.

@marijneken
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Any progress on this? Because this is still the case 7 months later. I'm using SteamVR Unity Plugin 1.2.3 and Unity 2017.4. Just loading the MirrorExample shows the following output:
image

From the looks of it, the StereoRenderingToolkit assumes that the area covered by the clipped version is a square, rather than a circle with a snippet taken from the right side. It makes a huge difference in performance to have the scissors enabled, so I would love to use it.

Also, @ionic234, like you, I also want to use this plugin for a monoscopic mirror (for lack of a better term). In fact I want to see the same mirror in VR (stereo) and rendered mono from a different camera at the same time. I've tried using other plugins, but they seem to mess up the depth buffer or something and I can't have the stereo and mono versions enabled at the same time. :-(
If there is a way to use this plugin for mono rendering (and also indicate which camera is used as the spectator) that would be awesome.

@neku7474
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neku7474 commented Jul 4, 2019

Black edges appeared on only right eye when I look left.
Sicssor flag is false.
Is there any solution?

Environment
Unity 2017.4.5
OVR camera rig

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