Zhuowei Zhang on Nostr: Tetsuo Milk npub14ly3s…ja6kq I'm not actually yoloing the same texture to both ...
Tetsuo Milk (npub1g6x…4rvz) npub14ly3sdvez025eln623a3t35c0tc8vyset9sqg30ed2x6alvyuvvsxja6kq (npub14ly…a6kq) I'm not actually yoloing the same texture to both eyes... at least, it's not supposed to...
The code to switch between left and right eye texture is https://github.com/zhuowei/VisionOSALVRClient/blob/34384e1e3d7d644dc473e2cf2a7bb5465c33f794/ALVRClient/Shaders.metal#L137 (based on https://github.com/alvr-org/ALVR/blob/ab4f57cec719849f60b7af4c9c8974566a5bf1b9/alvr/client_core/cpp/graphics.cpp#L180)
I think the Metal capture/shader debugger can inspect the vertex shader input/output. I don't have access to layered rendering on Simulator, unfortunately. What do you get as the uv coordinates for the left and right eyes when you do a frame capture in Xcode?
Also, you probably want to disable foveated encoding - haven't had a chance to implement it yet.
The code to switch between left and right eye texture is https://github.com/zhuowei/VisionOSALVRClient/blob/34384e1e3d7d644dc473e2cf2a7bb5465c33f794/ALVRClient/Shaders.metal#L137 (based on https://github.com/alvr-org/ALVR/blob/ab4f57cec719849f60b7af4c9c8974566a5bf1b9/alvr/client_core/cpp/graphics.cpp#L180)
I think the Metal capture/shader debugger can inspect the vertex shader input/output. I don't have access to layered rendering on Simulator, unfortunately. What do you get as the uv coordinates for the left and right eyes when you do a frame capture in Xcode?
Also, you probably want to disable foveated encoding - haven't had a chance to implement it yet.