We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.
On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.
So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.
Transformation between Webcam and Main camera?
I am currently doing some rendering stuff with HoloLens. I use Unity photoCaptureFrame.TryGetCameraToWorldMatrix to get the location of the webcam in the world coordinate. According to the Windows document, the main camera in unity is the tracked spatial locator and is used for rendering. I would expect this relates to some point in hardware. Its location can is obtained by Camera.main.transform.position or Camera.main.GetStereoViewMatrix(Camera.StereoscopicEye.Left) for stereo view. I can also get the projection matrix by GetStereoProjectionMatrix and it's a constant matrix. However, the relative transformation between the webcam viewpoint and main cam viewpoint is not constant. (But transformation between left and right rendering cam is constant as expected) Did I do something wrong? Thanks so much!