I’m making a virtual tour in opengl quad buffered stereo (2 video projectors + glasses). It worked correctly with 5.4.1, just by forcing the OpenGLCore API and selecting “Stereo Display (non head-mounted)” in VR SDKs. The “head” gameobject is set up with a main camera with “target eye” set to “none (main display)” + 2 child cameras with “target eye” set to “left” and “right”.
Now I have switched to 5.6b4 (haven’t tried b9 yet) and while the stereoscopy seems to work, there’s an issue, the image doesn’t seem to refresh and one image is drawn above the previous one and so on, like if “clear flags” was set to “don’t clear”, except it is set to “solid color”.
I had the issue of the right eye not displaying the current scene in stereo but I’ve seen this was a known issue and the workaround was to deactivate and reactivate the camera after the scene is loaded, I did it and it worked. But still have this remnant/persistant image problem, and everytime I rotate the view I’m like the winner of the solitaire…
I don’t know if it’s a known issue, maybe there’s a workaround for this problem too?
Thanks in advance
When disabling and re-enabling the camera, it just switches the updated camera, when dis/reenabling right camera, it becomes alive while the left one goes fixed, and vice versa, can’t have both camera to refresh at the same time.
Someone has a workaround for this issue? Even if it costs some fps…
I’ve downloaded the b11 today and tried it, it seems to resolve the previous issue (at least in split screen, can’t test the real stereo atm.) But when the game build is launched it crashes if VR SDK is set to “Stereo Display (non head-mounted)” (runs ok in editor), but the build runs smoothly if set to “Split Stereo Display”. I should add I have a gaming geforce and not a quadro compatible with quad-buffer stereo as our client… But it worked fine in the previous builds.