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Two Stereo Cameras With Independent AR Camera

October 1, 2013 - 12:41pm #1

Hi There,

 

I am using the background texture access sample unity package. I have been looking at the forums and haven't really come across anything too helpful. My goal basically is to use one webcam and have the webcam display mirrorred in the "GAME" window (side by side), while the AR camera is independent to each of the split screens. Any hints towards this idea would be greatly appreciated.

 

Regards,

 

Ben

Two Stereo Cameras With Independent AR Camera

December 4, 2016 - 7:48am #51

So great!!!! I know I'm so late for this.

I've been looking for days trying to make each cam larger but no success.

But okirokai,you saved my day bro !!!!!!!!!!!!! Thank you so much for sharing this

This hack is even better than ARCamera with Optical/Video See-Through option (I mean on mobile phone).

 

Two Stereo Cameras With Independent AR Camera

July 22, 2016 - 3:50am #50

Objects are surfing for me too. Any workaround?

Two Stereo Cameras With Independent AR Camera

October 27, 2015 - 12:59pm #49

This may happen if you resized the video background, in that case the augmentation will not be in sync with the video background.

Two Stereo Cameras With Independent AR Camera

October 21, 2015 - 9:11am #48

Same problem as wmssuper. The objects are surfing on the marker

Two Stereo Cameras With Independent AR Camera

October 9, 2015 - 10:58am #47

Hi, I tried this and it works partially... the two cameras work together, but I noticed a "drift" in the tracking of the marker... is that normal? What I mean is, when the marker is on the center of the cameras, the object is placed correctly above it; but when I move the marker to the sides (or up and down) the movement of the object doesn't follow properly.

 

Thanks.

Two Stereo Cameras With Independent AR Camera

August 26, 2015 - 11:52pm #46

LMC008 wrote:

The VR view is awesome (see the attachment). I'm not satisfy with the AR filed of view because i can see the black area through the cardboard, the view is not as big as the VR view

 

This is also normal and expected.

The VR view uses a field of view of about 80 degrees (which is the one set by Cardboard);  the AR video background however only fills an angle of about ~ [55 - 65] degrees (depending on the device used) which corresponds to the physical field of view of your device camera (i.e. the camera hardware installed on your phone). 

So, the rendering fov is always 80 degrees (bith in VR and in AR, for consistency with the Cardboard viewing), but the AR background will only be able to cover a portion of it (e.g. 60 over 80). This is why you see a "smaller" AR view than the VR view, with the black borders surrounding it.  Note: if you changed the FOV in AR from 80 to 60 (so that the video background appears bigger), you would end up with a different perspective projection, which is not consistent with the one expected by cardboard and which would result in a sort of "zoom in" effect when wearing the headset; this inconsistency would also appear obvious when transitioning from VR to AR (during the transition phase).

 

Two Stereo Cameras With Independent AR Camera

August 26, 2015 - 1:50pm #45

Hi,

I have the same problem of LMC008 . I have a simple scene with a cube. I just enabled stereo cams in vuforia 0.5.1 and unity 4.6.7f1, and my "camera window" is very small...Any comments?

regards

Two Stereo Cameras With Independent AR Camera

August 7, 2015 - 11:21am #44

The background is rendered to cover exactly the area in the field of view that the actual camera covers.

You should do some test to see if it is small:

- Run your app

- With the viewer on put your hand in front of the camera

- Note if the hand has the right size

Two Stereo Cameras With Independent AR Camera

August 5, 2015 - 7:26pm #43

AlessandroB wrote:

... I have follow the "https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample" tutorial where i have successfully. However the stereoscopic view seem a little bit small in my Note 3 device....

Your screenshot looks pretty OK; it is expected that on Cardboard the viewports appear a bit small compared to the available screen size (although, this varies from device to device).  You need to wear the actual Cardboard Headset, position your phone carefully in the headset and see how it looks throgh the cardboard lenses.

However, you can still adjust the screen size by selecting the Cardboard Main in your scene and change the "Screen Size" setting in the inspector panel (by default this is set to "Nexus 5", but you can change that).

 

Concerning the "Scene Scale", this parameter has been removed in Vuforia 5.0, as it is computed now automatically.

 

 

Thanks for the quick reply. The VR view is awesome (see the attachment). I'm not satisfy with the AR filed of view because i can see the black area through the cardboard, the view is not as big as the VR view. I have tried adjust the Cardboard Main "Screen Size" ,  but it does not have much effect on the AR view. 

 

Two Stereo Cameras With Independent AR Camera

August 5, 2015 - 7:26pm #42

AlessandroB wrote:

... I have follow the "https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample" tutorial where i have successfully. However the stereoscopic view seem a little bit small in my Note 3 device....

Your screenshot looks pretty OK; it is expected that on Cardboard the viewports appear a bit small compared to the available screen size (although, this varies from device to device).  You need to wear the actual Cardboard Headset, position your phone carefully in the headset and see how it looks throgh the cardboard lenses.

However, you can still adjust the screen size by selecting the Cardboard Main in your scene and change the "Screen Size" setting in the inspector panel (by default this is set to "Nexus 5", but you can change that).

 

Concerning the "Scene Scale", this parameter has been removed in Vuforia 5.0, as it is computed now automatically.

 

 

Thanks for the quick reply. The VR view is awesome (see the attachment). I'm not satisfy with the AR filed of view because i can see the black area through the cardboard, the view is not as big as the VR view. I have tried adjust the Cardboard Main "Screen Size" ,  but it does not have much effect on the AR view. 

 
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Image icon small camera view .png654.69 KB
Image icon VR View.png622.88 KB

Two Stereo Cameras With Independent AR Camera

July 31, 2015 - 4:13am #41

... I have follow the "https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample" tutorial where i have successfully. However the stereoscopic view seem a little bit small in my Note 3 device....

Your screenshot looks pretty OK; it is expected that on Cardboard the viewports appear a bit small compared to the available screen size (although, this varies from device to device).  You need to wear the actual Cardboard Headset, position your phone carefully in the headset and see how it looks throgh the cardboard lenses.

However, you can still adjust the screen size by selecting the Cardboard Main in your scene and change the "Screen Size" setting in the inspector panel (by default this is set to "Nexus 5", but you can change that).

 

Concerning the "Scene Scale", this parameter has been removed in Vuforia 5.0, as it is computed now automatically.

 

Two Stereo Cameras With Independent AR Camera

July 31, 2015 - 4:01am #40

I have follow the "https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample" tutorial where i have successfully. However the stereoscopic view seem a little bit small in my Note 3 device.

I think "https://developer.vuforia.com/library/articles/Solution/Configuring-the-ARCamera-Prefab-for-Digital-Eyewear" is the tutorial for us to manipulate the camera view size where it mentioned "Set the scene scale if your app is intended for camera see-through devices such as the Gear VR. This setting has no effect on optical see-through devices like the Moverio and ODG R-6."

 

However i can't find the "Scene Scale" in the ARCamera Prefab. Any idea how we can manipulate that "fish eye" camera's view size?

 

Thanks 

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Two Stereo Cameras With Independent AR Camera

July 31, 2015 - 4:00am #39

I have follow the "https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample" tutorial where i have successfully. However the stereoscopic view seem a little bit small in my Note 3 device.

I think "https://developer.vuforia.com/library/articles/Solution/Configuring-the-ARCamera-Prefab-for-Digital-Eyewear" is the tutorial for us to manipulate the screen size where it mentioned "Set the scene scale if your app is intended for camera see-through devices such as the Gear VR. This setting has no effect on optical see-through devices like the Moverio and ODG R-6."

 

However i can't find the "Scene Scale" in the ARCamera Prefab. Any idea how we can manipulate that "fish eye" camera's view size?

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/v/t34.0-12/11830747_10206200566046750_798931335_n.jpg?oh=7e4c9c36ad5093fa67751689f30a8109&oe=55BDF105&__gda__=1438480177_fde488e1b58aa07e880b86c8f8b47304

Thanks 

Two Stereo Cameras With Independent AR Camera

July 25, 2015 - 5:19am #37

I got it working and my game object hierarchy + configuration can be found in the screen shots.

Also, I copied the projection matrix from one cam to another, since vuforia does some stuff at runtime with it.

using UnityEngine;
using System.Collections;

public class ProjectionMatrixHelper : MonoBehaviour {

    public Camera camOrig;
    public Camera camNew;

    void Update () {
        if(camOrig!=null && camNew != null){
            camNew.projectionMatrix = camOrig.projectionMatrix;
        }
    }

 

 

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Image icon 02_left_cam.jpg265.49 KB
Image icon 03_right_cam.jpg277.96 KB

Two Stereo Cameras With Independent AR Camera

July 16, 2015 - 1:44pm #36

I've almost got something working that uses the Cardboard SDK + Vuforia. I posted in a different thread https://developer.vuforia.com/forum/unity-3-extension-technical-discussion/vuforia-cardboard-object-following-arcamera#comment-2051937 but figured people here might chime in too.

 

Update: totally overthinking things. This works:

Two Stereo Cameras With Independent AR Camera

July 9, 2015 - 10:37pm #35

Thank you okirokai.

But, i have some trouble.

Your solution works fine in my Macbook with cam. but not my Samsung NOTE3 and Nexus7 tablet.

One side view displayed something wrong as attached captured screen img.

Do you have any idea? or could you upload template prj file?

Thank you again.

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Two Stereo Cameras With Independent AR Camera

June 29, 2015 - 7:56am #34

to make the stereo more effective inroduce a difference in the x axis of the left camera. x=-.5 or some thing. and see the magic!!

Two Stereo Cameras With Independent AR Camera

June 29, 2015 - 6:40am #33

Awesome!! Thanks for sharing brother:)

Two Stereo Cameras With Independent AR Camera

June 26, 2015 - 2:11am #32

Hi guys! im a newby here but after 2 days of research I've finally done it!

and it's so simple really!

This is how I did it (assuming you know how to build and run your AR's and have the latest UNITY and VUFORIA)

1. Create 2 camera component under ARCamera (so there will be 3 camera components, just copy-paste the 1st camera) and name it CameraLeft & CameraRight.
2. Uncheck the FIRST "camera" component under  transform in the inspector.

3. In the CameraLeft, make your viewport rect like this: X:0 , Y: 0 , W:0.5 , H:1 and in Depth: -1

4. In the CameraRight, make your viewport rect like this: X:0.5 , Y: 0 , W:0.5 , H:1 and in Depth: 1

5. Build and run and THAT'S IT!

I know my english sucks but still i just want to share it to you guys...
Goodluck! :)

 

btw Im using Samsung S3.

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Two Stereo Cameras With Independent AR Camera

April 27, 2015 - 11:38pm #31

But digital eyeware is for such devices no?i need to build to android/ios phone for use in google cardboard

Is there possiblitiy of single camera , pseudo stereo ar on normal mobiles as per the hacks explained below , with vuforia 4?

Or its completely closed now?

Please reply so that i can look for alternatives.

Two Stereo Cameras With Independent AR Camera

April 10, 2015 - 3:41am #30

You may be interested to know the the Vuforia for Digital Eyewear (with Stereoscopic device support) has just been released in public BETA version:

https://developer.vuforia.com/

https://developer.vuforia.com/downloads/beta

Two Stereo Cameras With Independent AR Camera

April 10, 2015 - 3:35am #29

started from BackgroundTextureAccess, removed grayscale effect script & material.
Added two (LH & RH) orthographic unity standard cameras as child to BackgroundCamera.
LH & RH Camera viewport rects are adjusted as described in the faq page (0-0.5-1-1 & 0.5-0.5-1-1)
BackgroundCamera's "camera" component unchecked, LH-RH unity camera's "camera" component checked.
All camera sizes are "1" , depths "-2", culling masks "everything", clear flags "Depth only", projection "Ortho".
Added two more ARCameras (LH-RH) as child to main ARCamera.
main ARCamera's "camera" component unchecked, LH-RH unity camera's "camera" components checked.
main ARCamera's "QCAR Behaviour & DataSetLoad Behaviour" components are checked, LH-RH ARcamera's "QCAR Behaviour & DataSetLoad Behaviour" components are unchecked.
Child camera scales are "1" , depths "1", culling masks "everything", clear flags "Depth only", projection "Perspective".
Main ARCamera scale is "1" , depths "1", culling masks "everything", clear flags "Depth only", projection "Perspective".
In order to induce stereo camera effect in AR object ; LHARCamera position x:"-1", RHARCamera position x:"1" .
...

This whit new sdk 4.0? Can you upload one empty project whit only the setup? Thanks!

Two Stereo Cameras With Independent AR Camera

April 9, 2015 - 4:05pm #28

With the new version of vuforia someone managed to get the AR + VR? On youtube there are several successful test. No one can provide a tutorial?

Two Stereo Cameras With Independent AR Camera

February 4, 2015 - 1:01am #27

Hi

Currently working on a project where I need to split the cam in 2. I managed to divide the screen in 2 but I can't make the virtual objects appear when I show the image target. Can you tell me where to I nedd to place the AR Cameras regarding to the other cameras and the image target?

Thanks in advance. 

Kevin 

Two Stereo Cameras With Independent AR Camera

January 26, 2015 - 6:28am #26

Same here..

android redmi note , samsung glaxy 4 black screen , but one of samsung old phone (which i dont even know the name) work properly. I think maybe the black screen problem comes from the new model of android smartphone?

Can i get to know any solution for the issue?

Need ur help.

Thanks
Chew

Two Stereo Cameras With Independent AR Camera

January 26, 2015 - 5:13am #25

Hi!

Also working on a similar project but can't run your project on my SGS4. Also on PC I do not see any SBS picture - It's still just one camera view. But the image seems to be zoomed anhave bad quality

Which scenes do I have to build?

Two Stereo Cameras With Independent AR Camera

December 12, 2014 - 11:59am #24

hie

@yusufilker

 

I tried to follow what your said in your post step by step but it doesn't work (no SBS,no video background,nothing)....any idea (it look like the Felix setup which work but this one doesn't in my project).

Two Stereo Cameras With Independent AR Camera

December 2, 2014 - 7:15am #23

Im still having a mayor issue though. The app crashes from time to time when launching the app on my phone. I have no clue why, anyone else with the same problem?

 

Kindest Regards

Two Stereo Cameras With Independent AR Camera

November 29, 2014 - 8:41pm #22

started from BackgroundTextureAccess, removed grayscale effect script & material.

Added two (LH & RH) orthographic unity standard cameras as child to BackgroundCamera.
LH & RH Camera viewport rects are adjusted  as described in the faq page (0-0.5-1-1 & 0.5-0.5-1-1)
BackgroundCamera's "camera" component unchecked, LH-RH unity camera's "camera" component checked.
All camera sizes are "1" , depths "-2", culling masks "everything", clear flags "Depth only", projection "Ortho".

Added two more ARCameras (LH-RH) as child to main ARCamera.
main ARCamera's "camera" component unchecked, LH-RH unity camera's "camera" components checked.
main ARCamera's "QCAR Behaviour & DataSetLoad Behaviour" components are checked, LH-RH ARcamera's "QCAR Behaviour & DataSetLoad Behaviour" components are unchecked.
Child camera scales are "1" , depths "1", culling masks "everything", clear flags "Depth only", projection "Perspective".
Main ARCamera scale is "1" , depths "1", culling masks "everything", clear flags "Depth only", projection "Perspective".
In order to induce stereo camera effect in AR object ; LHARCamera position x:"-1", RHARCamera position x:"1" .

 

The above setup seems working on my PC & Android phone as well. Trackable is detected and AR oblect is shifted as expected. But could not tried in google cardboard etc. yet.
 

Can we have more than 1 ARCamera in one scene? This might cause instability issues later.

Two Stereo Cameras With Independent AR Camera

November 25, 2014 - 10:04am #21

Hello,

no problem at build, blue splash screen is ok, double tap brings autofocus-flash menu but no camera feed,  just black screen. At the build uinty says "Profiler requires Unity Pro"

My device is Galaxy S5. I am pretty new to android-unity-vuforia.

Why did you need three AR cameras and additional three unity cameras? I get the impression that we only need one ARcamera and two unity cameras.
Parent Camera's "Camera" components seem uchecked.

thanks,

Two Stereo Cameras With Independent AR Camera

November 22, 2014 - 8:09am #20

Hi, 

I can build at android device ( note 3) without issues, I will check with uploaded project is right or not.

Thanks

Felix

Two Stereo Cameras With Independent AR Camera

November 22, 2014 - 8:02am #19

Same here, It works in Unity Editor.
The code builds successfully for Android but there is black screen in the phone, no video at all, menus are working.

By the way which shaders have you removed? which properties requires Pro version?

Thanks,

Two Stereo Cameras With Independent AR Camera

November 18, 2014 - 5:29am #18

I've got it working, thanks Felix for your awesome code!

Note: I did change a few thing because somehow it did not work on my phone, but it did work in the Unity editor. Also removed some shaders as they were Unity pro only(wich I did not have)

Two Stereo Cameras With Independent AR Camera

November 18, 2014 - 4:22am #17

Thanks Felix, that is really really helpful! I have got it working almost perfectly, with one minor problem. It seems as if the scale of the AR object is not quite right - as you can see in the attached, the white map should be covering the whole of the target I am holding up... Any clues as to how to approach this? It works perfectly when using the same ImageTarget with just one ARCamera.

Thank you so much for your help so far

Stuart

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Two Stereo Cameras With Independent AR Camera

November 17, 2014 - 9:28am #16

skypu3 wrote:

Hi

Demo: https://www.youtube.com/watch?v=FI_9e-tr1Bg

Project file: https://drive.google.com/file/d/0B761p2cWCZ36Y19sUElqUG9Cd0U/view?usp=sharing

Using Background Texture Access sample for your reference.

Felix

Awesome!! I will check it out tomorow, thanks man

 

Kindest Regards

Two Stereo Cameras With Independent AR Camera

November 17, 2014 - 7:27am #15

Hi

Demo: https://www.youtube.com/watch?v=FI_9e-tr1Bg

Project file: https://drive.google.com/file/d/0B761p2cWCZ36Y19sUElqUG9Cd0U/view?usp=sharing

Using Background Texture Access sample for your reference.

Felix

Two Stereo Cameras With Independent AR Camera

November 17, 2014 - 4:56am #14

Hi,

 

I am also having mayor problems on this one. "Create a custom C# script to capture the Video Background texture from the ARCamera; a good starting point for this is the code provided in the VideoTextureBehaviour.cs script in the Background Texture Access sample" is not really clear. If you got it to work, post a file with the working code.

I remember I were having trouble with Vuforia and .OBB files. The coded provides was also really weak. As I am still learning programming, it was a pain to figure out.

Any help would be appreciated.

Kind regards,

Two Stereo Cameras With Independent AR Camera

November 14, 2014 - 5:36am #13

Hi,

 

I am attempting to do this - but am struggling to modfy the BackgroundVideoTexture example - does anyone have a modified script I could use (and attach to my AR camera)?

 

Many thanks is advance

Two Stereo Cameras With Independent AR Camera

September 4, 2014 - 12:10pm #12

Your script works perfectly but I am having an issue the 3D object renders between the 2 views (he is following the position of the AR camera instead of rendering in the 2 views) how can i fix that?

Two Stereo Cameras With Independent AR Camera

July 22, 2014 - 9:06am #11

Yes, I had already posted some general guidelines sometime ago  on how this kind of effect (dual camera / dual viewport split, and similar) can be achieved in here:

https://developer.vuforia.com/forum/faq/unity-how-can-i-duplicate-ar-view

 

 

Two Stereo Cameras With Independent AR Camera

July 22, 2014 - 7:57am #10

Thank you very much, Alessandro.  I was finally able to get to that project file. 

Do you have any advice on how to approach the problem of splitting the background texture and the augment camera into left and right eyes? 

 

J

Two Stereo Cameras With Independent AR Camera

July 22, 2014 - 7:15am #9

Additionally:  

On the Vuforia developer portal, when I click on Background Texture while in Resources/Samples, I am given the option to download the unity package with the Background Texture example.  But clicking on that link immediately forces me to log in (even though I'm already logged in) then takes me to the "my information" section of my developer account. This happens every time I click on that link.  No unity package downloads and no link appears enabling me to download it from the my account page. 

 

Follow these steps:

1. Go to: https://developer.vuforia.com/

2. Login into the developer portal with your account (better to do this before staring the download)

3. Go to this page: https://developer.vuforia.com/resources/sample-apps/background-texture-access-sample-app

4. Download the sample (a Dialog with the License Agreement will popup, you need to read / scroll it down and click on "Agree")

 

Two Stereo Cameras With Independent AR Camera

July 21, 2014 - 11:18am #8

I'm trying to do basically the same thing: split and offset the vuforia BG camera AND the AR cameras into left and right eye projections for use in Dive or Google Cardboard. 

I can see people attempting a bunch of different methods out there to accomplish this but I've not had any success yet. I haven't seen nor been able to reproduce a "clean" execution of this technique and I think part of my problem is that all the solutions I've seen out there are all using different versions of the sdk and taking different approaches.

 

There is documentation out there directing me to modify certain scripts but I cannot find them in my project. For example, there is no VideoTextureBehaviour.cs anywhere in my project after decompressing Vuforia 3.0. And BGRenderingBehaviour.cs looks like a compiled script which I am not able to modify using MonoDevelop. 

Where (and how) should I be setting up Vuforia 3.0 to accomplish this? 

 

Additionally:  

On the Vuforia developer portal, when I click on Background Texture while in Resources/Samples, I am given the option to download the unity package with the Background Texture example.  But clicking on that link immediately forces me to log in (even though I'm already logged in) then takes me to the "my information" section of my developer account. This happens every time I click on that link.  No unity package downloads and no link appears enabling me to download it from the my account page. 

 

I greatly appreciate any input on this topic.  

 

Thanks in advance!

Two Stereo Cameras With Independent AR Camera

April 9, 2014 - 1:54am #7

Hi, I'm trying to do the same thing but whithout succes for now :)

Did you manage to do what you wanted ?

Two Stereo Cameras With Independent AR Camera

October 9, 2013 - 8:54am #6

Thanks AlessandroB,

This Code has already been implemented into background texture access. I have been playing around with the code and so far I do have two cameres displayed  in the GAME window, but my teapot is in the middle of the screen, and overlapping the two camera views. 

 

I really am interested in this topic. Any help would be appreciated.

 

Ben

Two Stereo Cameras With Independent AR Camera

October 4, 2013 - 11:11am #5

I will take a look. Thank you!

 

Ben

Two Stereo Cameras With Independent AR Camera

October 3, 2013 - 1:09am #4

For horizontal mirroring, all you need to do is to add these lines of code near the end of the CreateVideoMesh():

uvs[p0Index] = new Vector2(scaleFactorX - uvs[p0Index].x, uvs[p0Index].y);
uvs[p1Index] = new Vector2(scaleFactorX - uvs[p1Index].x, uvs[p1Index].y);
uvs[p2Index] = new Vector2(scaleFactorX - uvs[p2Index].x, uvs[p2Index].y);
uvs[p3Index] = new Vector2(scaleFactorX - uvs[p3Index].x, uvs[p3Index].y);

While for vertical mirroring you would need to use (similarly):

uvs[p0Index] = new Vector2(uvs[p0Index].x, scaleFactorY - uvs[p0Index].y);
uvs[p1Index] = new Vector2(uvs[p1Index].x, scaleFactorY - uvs[p1Index].y);
uvs[p2Index] = new Vector2(uvs[p2Index].x, scaleFactorY - uvs[p2Index].y);
uvs[p3Index] = new Vector2(uvs[p3Index].x, scaleFactorY - uvs[p3Index].y);

 

Two Stereo Cameras With Independent AR Camera

October 2, 2013 - 12:55pm #3

Thanks for the reply!

I have been trying this method for a couple hours, and I'm surely doing this wrong since I'm only stretching my screen.

for now, I would like to forgo the mirroring aspect, and only have the Game window display on one half of the screen, and the teapot would be confined to that half of the game window.

Any words of advice?

 

Ben

 

ps. I have also been playing around with BGRenderingBehavior

Two Stereo Cameras With Independent AR Camera

October 2, 2013 - 12:02am #2

Hi, in the VideoTextureBehaviour.cs script (Background Texture Access sample), you can find a method called "CreateVideoMesh()";

this is where you define the geometry and the texture coordinates of your background mesh (where the video is rendered on);

you can achieve what you describe by modifying the code that builds the UV coordinates for the mesh, so to flip them horizontally.

 

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