Luke Groeninger
Luke Groeninger
You're conflating _screen_ resolution with render target resolution. As you point out, you can make a reasonable enough guess about the relative size of a pixel in the pre-distortion render...
After sleeping on it a bit, I think it's also worth bringing up that the API (or at least with the Oculus driver under Windows) is conflating the window boundaries...
Alrighty, that would work. The issue reported is just a question of stale cached values - I got side tracked thinking about it (sorry). I can move the discussion about...