HolographicCameraRenderingParameters HolographicCameraRenderingParameters HolographicCameraRenderingParameters HolographicCameraRenderingParameters HolographicCameraRenderingParameters Class

Definition

Represents per-camera parameters for rendering holographic content.

public : sealed class HolographicCameraRenderingParameters
struct winrt::Windows::Graphics::Holographic::HolographicCameraRenderingParameters
public sealed class HolographicCameraRenderingParameters
Public NotInheritable Class HolographicCameraRenderingParameters
// This class does not provide a public constructor.
Attributes

Windows 10 requirements

Device family
Windows 10 (introduced v10.0.10586.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
API contract
Windows.Foundation.UniversalApiContract (introduced v2)

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

Direct3D11BackBuffer Direct3D11BackBuffer Direct3D11BackBuffer Direct3D11BackBuffer Direct3D11BackBuffer

Gets the Direct3D 11 back buffer surface for this camera. Apps must retrieve a new back buffer surface for rendering each frame.

Direct3D11Device Direct3D11Device Direct3D11Device Direct3D11Device Direct3D11Device

Gets the Direct3D 11 device for this camera.

IsContentProtectionEnabled IsContentProtectionEnabled IsContentProtectionEnabled IsContentProtectionEnabled IsContentProtectionEnabled

Gets or sets whether the application is displaying protected content.

ReprojectionMode ReprojectionMode ReprojectionMode ReprojectionMode 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) CommitDirect3D11DepthBuffer(IDirect3DSurface) CommitDirect3D11DepthBuffer(IDirect3DSurface) CommitDirect3D11DepthBuffer(IDirect3DSurface) 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) SetFocusPoint(SpatialCoordinateSystem, Vector3) SetFocusPoint(SpatialCoordinateSystem, Vector3) SetFocusPoint(SpatialCoordinateSystem, Vector3) 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) SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3) SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3) SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3) 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) SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3, Vector3) SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3, Vector3) SetFocusPoint(SpatialCoordinateSystem, Vector3, Vector3, Vector3) 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.

See also