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Camera View discrepancy?
I have an app where I am able to use the spatial mapping and ray casting to place an annotation(gameobject) onto the surface of the spatial map. The way this is done is by using the view from the video camera on the hololens and clicking on the view in a separate app on a pc. For some reason the annotations seem to show up in the hololens slightly to the left of where they should be placed. Is there some reason for this? how would I calibrate it to be on target?
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I figured it out, I had to set an oblique frustum on the unity camera on the side that is viewing the output from the hololens camera. My viewing angle is 30 degrees and I'm currently working on finetuning the frustum, but the values I am using is Horiz Obl of .072 and Vert Obl of -.05.
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Can you provide a little more specifics as to the code?
Other than that did you set your focus point?
Dwight Goins
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@Dwight_Goins_EE_MVP ok so here is the code on the client side for making a raycast and sending it to the hololens
Then here is the code for reading in that info, making the raycast, and passing back the info to the client.
this is in an if else
Here is the code for placing the annotation in the unity scene for both client and hololens
And this is the Xaml code for overlaying the annotations over the video from the hololens
I did not set a focus point, which looks like it may be the issue, but I'm not using mixed reality capture. It looks and feels like MRC, but it's more like both client and hololens know where the annotation should be and render it.
I figured it out, I had to set an oblique frustum on the unity camera on the side that is viewing the output from the hololens camera. My viewing angle is 30 degrees and I'm currently working on finetuning the frustum, but the values I am using is Horiz Obl of .072 and Vert Obl of -.05.