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Jul
22
awarded  Scholar
Jul
22
accepted Cardboard on iPhone 5 doesn't render on stereo
Jul
22
comment Cardboard on iPhone 5 doesn't render on stereo
Right but the whole direct mode is still weird: if using GLES3 or Metal, disabling direct mode crashes the app. So I had to end up writing code that detects the graphics API and based on that switches the direct mode on/off (if ES2 off else on). Another thing that I'm confused about regardless is: shouldn't disabling direct mode allow me to put a single screen space fx in the main cardboard camera and the 2 eye cameras would then just clip at different portions of the main and be done? Not sure why I still need to duplicate the effects if using indirect mode.
Jul
19
answered Cardboard on iPhone 5 doesn't render on stereo
Jul
19
awarded  Curious
Jul
19
revised Cardboard on iPhone 5 doesn't render on stereo
added 850 characters in body
Jul
19
comment Cardboard on iPhone 5 doesn't render on stereo
the iPhone5 can only use GLES2. It doesn't support ES3 or Metal. But what I did notice is that if I make a build for GLES2 the first time the app runs on the device (be it iPhone 6 or 5), when the Cardboard camera gets enabled, the app crashes. See the extra info I added
Jul
18
comment Cardboard on iPhone 5 doesn't render on stereo
@smd I just updated my question with versions of all the things involved. Basically I'm on Unity 5.1.1p3, Cardboard Unity Integration v0.5 (5/28/2015) and an iPhone 5 running iOS 8.3 (12F70). And I'm not getting anything weird in the console logs. So far the only difference is the iPhone 6 is using the Metal API while the iPhone 5 is using GLES2.
Jul
18
revised Cardboard on iPhone 5 doesn't render on stereo
added 99 characters in body; edited tags
Jul
18
asked Cardboard on iPhone 5 doesn't render on stereo
Jul
1
asked Do realtime reflection probes and precomputed GI work on iOS in Unity 5?
Jun
20
comment exporting bind and keyframe bone poses from blender to use in OpenGL
Man, I never looked into it again. I got it sort of working and then work happened.. I'll take a look at your link whenever I get a chance. Thanks!
Nov
19
awarded  Commentator
Nov
19
comment A few questions about integrating AudioKinetic Wwise and Unity
I did, but no one even looked at the question. If their site had the tumble weed badge I would have gotten it :/
Nov
18
asked A few questions about integrating AudioKinetic Wwise and Unity
Nov
24
revised exporting bind and keyframe bone poses from blender to use in OpenGL
deleted 2521 characters in body
Nov
23
comment exporting bind and keyframe bone poses from blender to use in OpenGL
Not really cause those are inverse bind poses. They need to go the opposite order for the whole transform to take you to and back from joint space. The skinning transform for a joint j and a vertex v should be v' = C0*C1*...*CjBj^-1*Bj-1^-1...*B0^-1*v
Nov
21
comment exporting bind and keyframe bone poses from blender to use in OpenGL
I just took a look at your post but I don't see any insight into my situation right off the bat: A - blender vs opengl coordinate systems -> I take care of by exporting from blender with WorldTransform = Matrix().Identity(4) WorldTransform *= Matrix.Rotation(radians(-90), 4, "X") WorldTransform *= Matrix.Rotation(radians(180), 4, "Z") B - Blender vs my math library quaternion order -> I take care of by exporting this way file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0]))
Nov
21
comment exporting bind and keyframe bone poses from blender to use in OpenGL
I also added 3 pictures
Nov
21
revised exporting bind and keyframe bone poses from blender to use in OpenGL
added 1643 characters in body