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Update webvr-zh_CN.bs
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web3d committed Jun 13, 2015
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23 changes: 6 additions & 17 deletions webvr-zh_CN.bs
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Expand Up @@ -199,27 +199,16 @@ interface VREyeParameters {
用户头部正中心到眼睛之间的距离,以米为单位。这个值应该就是代表该用户的瞳距(IPD),但也可以代表头盔中心点到眼球中心点的距离。左眼的值必须是负值,右眼的值必须是正值。

<dfn attribute for=VREyeParameters>currentFieldOfView</dfn>
The current field of view for the eye, as specified by setFieldOfView.
Defaults to {{recommendedFieldOfView}}.
当前眼睛的视角,就是setFieldOfView设置的值。默认为 {{recommendedFieldOfView}}

<dfn attribute for=VREyeParameters>renderRect</dfn>
Describes the viewport of a canvas into which visuals for this eye should be
rendered. The {{renderRect}} for the left eye and right eye MUST NOT overlap,
and the {{renderRect}} for the rightEye MUST be to the right of the
{{renderRect}} for the left eye.

The union of the {{renderRect}}s for both eyes SHOULD describe the optimal
rendering resolution for the HMD when using {{currentFieldOfView}}, such that
the center of the user's view maintains a 1:1 pixel ratio after any distortion
to correct for HMD optics applied to the rendering.
描述在画布上渲染给眼睛的可视化内容的视口(viewport)。 左眼和右眼的{{renderRect}}必须不能有交叉, {{renderRect}}中右眼必须是左眼右边的内容。
{{renderRect}}两只眼球合起来应该是描述了HMD在采用{{currentFieldOfView}}时的最佳渲染精度,这样才能用户中心的视角维持在1:1的像素比例。

<div class="example">
Many HMDs will distort the rendered image to counteract undesired effects
introduced by the headset optics. Because of this the optimal resolution of the
canvas will often be larger than the HMD's physical resolution to ensure that
the final image presented to the user has a 1:1 pixel ratio at the center of the
user's view. The optimal canvas resolution can be calculated from the
{{renderRect}} for both eyes as follows:
很多HMD设备会将渲染的图像进行变形处理,来抵消由头盔光学元件带来的不适效果。
画布的光学分辨率经常会比HMD的物理分辨率大,来确保用户看到的最终图像效果是以1:1的比例显示在用户视角中心。
光学画布分辨率可以通过以下方式来计算:

<pre>
var leftEyeParams = hmd.getEyeParameters("left");
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