HolographicCameraRenderingParameters Class
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Represents per-camera parameters for rendering holographic content.
public ref class HolographicCameraRenderingParameters sealed
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 131072)]
/// [Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
/// [Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
class HolographicCameraRenderingParameters final
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 131072)]
[Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
[Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
public sealed class HolographicCameraRenderingParameters
Public NotInheritable Class HolographicCameraRenderingParameters
- Inheritance
- Attributes
Windows requirements
Device family |
Windows 10 (introduced in 10.0.10586.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
|
API contract |
Windows.Foundation.UniversalApiContract (introduced in v2.0)
|
Remarks
Calling this method acquires a buffer that will be used to update the primary layer for the holographic compositor. The buffer remains acquired until the app presents the HolographicFrame used to create the corresponding HolographicCameraRenderingParameters object, at which time the buffer will be committed to the holographic compositor. Apps can have up to two primary layer buffers acquired at any given time. The primary layer buffer format is 8-bit BGRA.
Your app will generally achieve optimal visual quality by calling CommitDirect3D11DepthBuffer to commit an accurate depth buffer whose pixels can be mapped back to meters using your specified near and far planes and then not calling SetFocusPoint. This enables depth-based stabilization of the holograms in your frame.
Version history
Windows version | SDK version | Value added |
---|---|---|
1703 | 15063 | CommitDirect3D11DepthBuffer |
1703 | 15063 | ReprojectionMode |
1709 | 16299 | IsContentProtectionEnabled |
Properties
DepthReprojectionMethod |
Gets or sets the reprojection method used for the associated HolographicCamera for a given HolographicFrame. The system will select a default reprojection method based on the device and/or platform capabilities. |
Direct3D11BackBuffer |
Gets the Direct3D 11 back buffer surface for this camera. Apps must retrieve a new back buffer surface for rendering each frame. |
Direct3D11Device |
Gets the Direct3D 11 device for this camera. |
IsContentProtectionEnabled |
Gets or sets whether the application is displaying protected content. |
ReprojectionMode |
Gets or sets the kind of reprojection the app is requesting to stabilize its holographic rendering relative to the user's head motion. |
Methods
CommitDirect3D11DepthBuffer(IDirect3DSurface) |
Provides a depth buffer for this frame to the holographic display pipeline, enabling depth-based stabilization of the frame relative to the user's head motion. |
SetFocusPoint(SpatialCoordinateSystem, Vector3) |
Sets the stationary point in the holographic space that the user will likely focus on for the current frame. |
SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3) |
Sets the stationary point in the holographic space that the user will focus on, as well as the normal for a focus plane through that point. |
SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3, Vector3) |
Sets the moving point in the holographic space that the user will focus on, as well as the normal for a focus plane through that point. |
Applies to
See also
Visszajelzés
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