1、显示器全屏去两旁黑边。
在源码的解决方案里搜索SteamVRRender
找到SteamVRRender.cpp,定位到if (WindowMirrorMode == 1),做如下修改
if (WindowMirrorMode == 1)
{
// need to clear when rendering only one eye since the borders won't be touched by the DrawRect below
RHICmdList.ClearColorTexture(BackBuffer, FLinearColor::Black, FIntRect());
/*RendererModule->DrawRectangle(
RHICmdList,
ViewportWidth / 4, 0,
ViewportWidth / 2, ViewportHeight,
0.1f, 0.2f,
0.3f, 0.6f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);*/
RendererModule->DrawRectangle(
RHICmdList,
0, 0,
ViewportWidth, ViewportHeight,
0.05f, 0.3f,
0.4f, 0.4f,
FIntPoint(ViewportWidth, ViewportHeight),
FIntPoint(1, 1),
*VertexShader,
EDRF_Default);
}
原理如下图:
参考连接:传送门
注:此法针对较老的ue版本,后面新版本屏幕采用旁观者模式显示,无需这样设置,默认为全屏无黑边。
2、ResetOrientationAndPosition重置头显朝向和位置时(头显设备移动时,playerpawn位置是不动的,所以切换关卡时等操作时有重置的需求)头显位置Z坐标不对,Z坐标不需要重置也被重置了,找到SteamVRHDM.cpp,定位到ResetPosition方法,做如下修改:
void FSteamVRHMD::ResetPosition()
{
const FTrackingFrame& TrackingFrame = GetTrackingFrame();
FMatrix Pose = ToFMatrix(TrackingFrame.RawPoses[vr::k_unTrackedDeviceIndex_Hmd]);
/*BaseOffset = FVector(-Pose.M[3][2], Pose.M[3][0], Pose.M[3][1]);*/
BaseOffset = FVector(-Pose.M[3][2], Pose.M[3][0], 0);
}
此题还有另一种解法,不用改C++代码,蓝图大法解决,如图在VRpawn里定义自己的ResetOrientationAndPosition方法: