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Option to adjust Horizontal FOV #35
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This is an interesting feature. I can try my hands on it, I already see there's if (Bino::instance()->assumeSurroundMode() != Surround_Off) {
float verticalVieldOfView = qDegreesToRadians(50.0f);
float aspectRatio = float(width) / height;
float top = qTan(verticalVieldOfView * 0.5f);
float bottom = -top;
float right = top * aspectRatio;
float left = -right;
projectionMatrix.frustum(left, right, bottom, top, 1.0f, 100.0f);
QQuaternion orientation = QQuaternion::fromEulerAngles(
(_surroundVerticalAngleBase + _surroundVerticalAngleCurrent),
(_surroundHorizontalAngleBase + _surroundHorizontalAngleCurrent), 0.0f);
orientationMatrix.rotate(orientation.inverted());
} |
The real solution for glasses like this is to get the appropriate values from a VR middleware. |
If the glasses support SteamVR/OpenVR, this should work our of the box if
you build Bino with QVR.
But at that point there's no point in using Bino. I like Bino for being
simple to run without any other layer or apps.
…On Thu, Dec 26, 2024, 12:04 PM Martin Lambers ***@***.***> wrote:
The real solution for glasses like this is to get the appropriate values
from a VR middleware.
If the glasses support SteamVR/OpenVR, this should work our of the box if
you build Bino with QVR.
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Well, I think it's strange to waste the potential of an expensive piece of hardware like that, but what do I know ;) Could you please test the lastest version from Git? Mouse wheel zooms in/out, and Shift+Wheel stretches / squeezes horizontal field of view. Is this what you wanted? |
Ok, might try later. Is there a build/release? @ArsenicBismuth also made
something but I don't want to bother compiling it on my own just to try.
…On Thu, Dec 26, 2024, 1:08 PM Martin Lambers ***@***.***> wrote:
Well, I think it's strange to waste the potential of an expensive piece of
hardware like that, but what do I know ;)
Could you please test the lastest version from Git?
Mouse wheel zooms in/out, and Shift+Wheel stretches / squeezes horizontal
field of view.
Is this what you wanted?
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So, I tested your app, and honestly it's the best one yet, I don't know why other video players can't even get a fraction of your power 😅.
My situation: I'm trying to play VR video (180 SBS) on an Nreal Air, basically equivalent to VR glasses with low FOV.
The "binocular" or camera view of your app is perfect for watching VR video, because we are not supposed to view the entire FOV of VR content in a smaller screen.
But the issue is that, often times the default viewport is not the best. A lot is getting horizontally "squished" view because it's too wide. Here is an illustration (green is the video, blue is the original viewport, red is the adjusted):
Other example, the ability to "zoom-in" like how you can zoom in Google Street view, but instead the horizontal & vertical zoom are adjustable independently.
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