Search Issue Tracker
By Design
Votes
2
Found in
2017.4.10f1
2017.4.11f1
2018.3.0a1
2019.1.0a12
Issue ID
1111148
Regression
Yes
Incorrect offset of render of Graphics.Blit / CommandBuffer.Blit in VR
Steps to reproduce:
1. Download and open the project
2. Enter Playmode in VR
Expected result: red sphere is drawn centered
Actual result: sphere is too offset per eye
Reproduced on 2017.4.11f1, 2018.3.0f2, 2019.1.0a12
Not reproduced on 2017.4.10f1
Regression introduced in 2017.4.11f1
Comments (1)
-
djee-ms
Nov 18, 2019 16:47
Is there any update on that issue or ETA about a resolution? This is a regression, has been open for a year, and spans 3 releases. Blitting with offset/scale is essentially for some applications involving single-pass stereoscopic rendering due to the double-width buffer.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Terrain Tree cast Realtime and Baked shadows simultaneously when "Mixed" Light mode and "Subtractive" Baked Illumination is used in Edit mode
- OnPostprocessAllAssets() is not called for a modified Prefab when another Asset is set Dirty in the same callback
- [Android] UIToolkit ClickEvent is fired when the device is rotated
- Compilation errors occur when "uintBitsToFloat(int)" gets used in OpenGLES
- User Reporting does not send reports when Managed Stripping Level is set to Low or higher
Resolution Note (2019.4.X):
To fix the image filter issue due to asymmetric FOV (on the developer side), the image filter needs to account for asymmetric FOV and use the projection matrix to derive the offset center. For more details, see this blog post from Oculus:
https://developer.oculus.com/blog/tech-note-asymmetric-field-of-view-faq