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How is possible to render different objects between eyes when using OpenXR/godot? #164

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eruffaldi opened this issue Feb 10, 2022 · 3 comments

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@eruffaldi
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For creating perceptual tricks I would like to have different objects rendered per-eye.

In three.js layer 1 and 2 map to left and right eye respectively and this could be fine.

Other frameworks provide some form of notification before an eye is rendere allowing to alter the scene.

Thanks

@m4gr3d
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m4gr3d commented Feb 14, 2022

@eruffaldi VIEW_INDEX shader variable was added in godotengine/godot#48011 (so available in Godot 3.4 and higher) and should allow you to alter rendering per eye.

@m4gr3d
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m4gr3d commented Mar 21, 2022

Closing due to the lack of response. Feel free to reopen if you have further inquiries.

@m4gr3d m4gr3d closed this as completed Mar 21, 2022
@mgpadalkar
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Hi @eruffaldi, I guess you may already have the solution as mentioned below:

@eruffaldi VIEW_INDEX shader variable was added in godotengine/godot#48011 (so available in Godot 3.4 and higher) and should allow you to alter rendering per eye.

Just to put it all in one place, here is a sample project using Godot 4.1.2: https://github.com/mgpadalkar/godot_left_right_independent_images

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3 participants