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    <p>The double vision effect of the two images not merging doesn't have anything to do with the modelview matrix. The separation of the modelview matrix makes the two images slightly different so that they give a sense of depth, but without the separation, the view through the Oculus should ideally be very much like staring at a non-3D monitor.</p> <p>The reason you're seeing double is because you're centering the two images in the center of each viewport (I render each eye view individually, so I have a viewport that covers the left eye, and then one that covers the right eye). If the view of what is directly ahead of the player is in the center of the eye view, the viewer will always see double. This is because each lens is not centered over the middle of it's half of the display panel. Instead they're offset towards the center. </p> <p>In order to properly display content on the Rift you have to account for this offset. There are a number of ways to do this. The <em>best</em> way is to alter your projection matrix so that the center of the frustum is no longer looking directly ahead, but is instead off to one side. This is the method used in the SDK samples. </p> <p>Another method is to leave the projection matrix alone and instead push the rendered view for each eye inward toward the center of the screen. The reason this isn't the best approach is that it means you will be cropping parts of the interior edges of the image as they get pushed outside the viewport (this isn't really an issue with the view, mostly an issue with performance, because you've already spent part of your performance budget rendering those now cropped pixels). It also means that part of the screen on the outer edges of the display won't be rendered at all, which will reduce the overall field of view of the rendered scene. </p>
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