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Public Member Functions | |
VR (bool debugMirrorMode=DebugVRMirrorMode::NONE) | |
Public Attributes | |
DebugVRMirrorMode | debugMirrorMode |
Defaults to false. More... | |
DepthOfFieldSettings | depthOfFieldSettings |
Disabled. More... | |
bool | disablePostEffectsIfTooSlow |
If this is true, after too many frames have rendered below the target frame rate post-processing effects will be selectively disabled on the active camera. More... | |
bool | emulateControllerIfMissing |
If no physical VR controller is present, should the system provide a virtual one that is locked relative to the HMD? This is useful for both development and deployment. More... | |
bool | emulateHMDIfMissing |
If no HMD is present, should the system provide a virtual HMD for development and debugging? If false and there is no HMD, the system will throw an error. More... | |
FrameName | hudSpace |
Must be CAMERA (player head), OBJECT (player body, the default), or WORLD (fixed at the origin) More... | |
MotionBlurSettings | motionBlurSettings |
Defaults to 100% camera motion, 15% exposure time, enabled. More... | |
bool | overrideDepthOfField |
Force depthOfFieldSettings on VR eye cameras at render time. More... | |
bool | overrideMotionBlur |
Force motionBlurSettings on VR eye cameras at render time. More... | |
bool | trackingOverridesPitch |
Use pitch control from the HMD instead of from the m_cameraManipulator. More... | |
shared_ptr< XR > | xrSystem |
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inline |
DebugVRMirrorMode G3D::GApp::Settings::VR::debugMirrorMode |
Defaults to false.
Cannot be changed once VRApp is initialized.
DepthOfFieldSettings G3D::GApp::Settings::VR::depthOfFieldSettings |
Disabled.
Referenced by VR().
bool G3D::GApp::Settings::VR::disablePostEffectsIfTooSlow |
If this is true, after too many frames have rendered below the target frame rate post-processing effects will be selectively disabled on the active camera.
Defaults to true.
bool G3D::GApp::Settings::VR::emulateControllerIfMissing |
If no physical VR controller is present, should the system provide a virtual one that is locked relative to the HMD? This is useful for both development and deployment.
If false and there is no physical controller, then there is no error– tracking will simply report nothing.
bool G3D::GApp::Settings::VR::emulateHMDIfMissing |
If no HMD is present, should the system provide a virtual HMD for development and debugging? If false and there is no HMD, the system will throw an error.
FrameName G3D::GApp::Settings::VR::hudSpace |
Must be CAMERA (player head), OBJECT (player body, the default), or WORLD (fixed at the origin)
MotionBlurSettings G3D::GApp::Settings::VR::motionBlurSettings |
Defaults to 100% camera motion, 15% exposure time, enabled.
Referenced by VR().
bool G3D::GApp::Settings::VR::overrideDepthOfField |
Force depthOfFieldSettings on VR eye cameras at render time.
bool G3D::GApp::Settings::VR::overrideMotionBlur |
Force motionBlurSettings on VR eye cameras at render time.
bool G3D::GApp::Settings::VR::trackingOverridesPitch |
Use pitch control from the HMD instead of from the m_cameraManipulator.
Defaults to true. For walking simulators, we recommend m_trackingOverridesPitch = true. For driving or flight simulators, we recommend m_trackingOverridesPitch = false.
Yaw control is not overriden in order to allow typical first-person strafing movement and rotation. (We may provide an option to do so, or at least to compose them, in the future). Beware that this can be confusing to the user unless some kind of body avatar is rendered.
Can be changed at runtime, although some inconsistency may occur for a few frames after the change.
shared_ptr<XR> G3D::GApp::Settings::VR::xrSystem |