#[repr(C)]
pub struct ovrViewScaleDesc { pub _align: [u32; 0], pub HmdToEyeOffset: [ovrVector3f; 2], pub HmdSpaceToWorldScaleInMeters: f32, }
Expand description

Contains the data necessary to properly calculate position info for various layer types.

  • HmdToEyeOffset is the same value pair provided in ovrEyeRenderDesc.
  • HmdSpaceToWorldScaleInMeters is used to scale player motion into in-application units. In other words, it is how big an in-application unit is in the player’s physical meters. For example, if the application uses inches as its units then HmdSpaceToWorldScaleInMeters would be 0.0254. Note that if you are scaling the player in size, this must also scale. So if your application units are inches, but you’re shrinking the player to half their normal size, then HmdSpaceToWorldScaleInMeters would be 0.0254*2.0.

see ovrEyeRenderDesc, ovr_SubmitFrame

Fields§

§_align: [u32; 0]§HmdToEyeOffset: [ovrVector3f; 2]

Translation of each eye.

§HmdSpaceToWorldScaleInMeters: f32

Ratio of viewer units to meter units.

Trait Implementations§

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