AndyBeaulieu Posted August 29, 2017 Share Posted August 29, 2017 I upgraded a project to BJS v3.0 and am seeing a difference in VRDeviceOrientationFreeCamera which maybe is FOV related? (Basically a lot of culling going on in the new v3.0 version) If you look at the attached files: babylonjs_VRDeviceOrientationFreeCamera_before.png shows what the VR camera rendered like before v3.0 babylonjs_VRDeviceOrientationFreeCamera_after.png shows what the VR camera renders like in v3.0 Notice that the camera is positioned inside a vehicle cab. In the "before" pic we have a nice rendering. But in the "after" pic the top of the vehicle cab and the steering wheel is culled away. I tried changing .fov on both the main camera and _rigCameras but doesn't seem to make a diff. that._cameraList[enumCameraList.cabViewVR].fov = XX; that._cameraList[enumCameraList.cabViewVR]._rigCameras[0].fov = XX; that._cameraList[enumCameraList.cabViewVR]._rigCameras[1].fov = XX; I read in a separate thread that maybe VRCameraMetrics.postProcessScaleFactor can be tweaked but I cannot find much detail around that. Thanks for any ideas! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 29, 2017 Share Posted August 29, 2017 Did you try to set camera.minZ = 0.1 and camera.maxZ = 10000 This seems related to clip plane Quote Link to comment Share on other sites More sharing options...
AndyBeaulieu Posted August 30, 2017 Author Share Posted August 30, 2017 Yes! That fixed it. Thanks for the quick reply! Quote Link to comment Share on other sites More sharing options...
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