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Rendering in DirectX 11 (holographic app template)

Hi,
I have a question about the rendering in holographic app template.
The main code for rendering is:

for (auto cameraPose : prediction->CameraPoses)
{
//1. get device context for current cameraPose
//2. Set render targets to the current holographic camera
//3 Clear the back buffer and depth stencil view.
//4. refreshes view and projection matrix in constant buffer for
the holographic camera indicated by cameraPose and attach constant buffer to the graphics pipeline.

//5. spinningCubeRenderer->Render();
}

I checked the code for spinningCubeRenderer->Render() and found it uses instanced stereo rendering to simultaneously render to both left and right displays. So I think the above for loop just loop once, right? In another words, only one stereo holographic camera is added into the holographic space, right?

Thanks.

YL

Best Answers

Answers

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    Thanks AmerAmer. One more thing I want to confirm is the reason using cameraPose loop is to support MRC, right?

  • Options

    Thanks, AmerAmer.
    I guess when we enable MRC, a mono camera will be added into the HolographicSpace and the CameraPose loop will loops twice to render both stereo and mono cameras.

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