Unity stereo toe-in or off-axis?
What does Unity's stereo calculation?
Is it a toe-in like approach or an off-axis approch?
I don't get it clear in this documentation pages: http://docs.unity3d.com/Manual/StereoscopicRendering.html http://docs.unity3d.com/ScriptReference/Camera.html
In the last one they talking about stereoconvergence.. so it seam to be a toe-in approch.
I'm right? Thanks for your help:)
Answer by mikewarren · Jan 08, 2016 at 04:23 PM
I'm pretty sure the default is toe-in approach.
HOWEVER,
There are new API calls (SetStereoProjectionMatrices and SetStereoViewMatrices) that allow you to set stereo view and projection matrices per eye explicitly.
I've been using them in beta to drive the walls of a CAVE with head tracking.
Mike
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