Files
astromaddie--lambda1-vr/Projects
Madison 1eac3db3ce Frame: put the HUD at vr_hud_distance
The client DLL pushes every HUD item sideways by width / 36 per eye
(it works that out from vr_stereo_side). On the Frame's lenses that's
about 4.5 degrees an eye, so the HUD sat around 0.4 m away and was
hard on the eyes. The DLL is a submodule, so while it draws the HUD the
eyes are given as the mono ones (which is zero for it), and the whole
HUD pass is shifted here instead, by the pixels that put it
vr_hud_distance metres ahead given that eye's real position and focal
length. That also puts the centre print and the engine's FPS counter at
the same place. Scope mode and the screen layer are left alone.

vr_hud_distance is archived, in metres, and defaults to 1.0. The shift
for each eye is logged once.

Frame build only. Builds, haven't had it in the headset yet.
2026-10-04 21:06:56 +09:00
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