FisheyeProjection
A mapping used to map content generated using a fisheye lens.
This mapping type is typically used for dome surfaces.
Category: Mappings
Base class: Projection
Properties
allowContentOutside : int
Allow content outside the fisheye circle. When Field of view < 180 degrees, allows filling content into a larger portion of the canvas.
UserName: Content outside circle
contentMode : int
For realtime rendered content, the mapping can provide camera parameters in 3D mode. The engine must supply correctly distorted fisheye results.
Options: {0: ‘2D’, 1: ‘3D’}
UserName: Content mode
fisheyeType : int
Type of fisheye projection mapping. Equidistant is the most common type, also known as ‘tru-theta’ or ‘f-theta’.
Options: {0: ‘Equidistant’, 1: ‘Equisolid’, 2: ‘Orthographic’, 3: ‘Stereographic’}
UserName: Fisheye type
fov : float
The field of view of the projection, in degrees
UserName: Field of view
pixelBorder : int
UV islands on screens are expanded by this many pixels to cover edge sampling artifacts such as black fringing.
Note that there must be an equivalent amount of empty space in the screen UV map to take advantage of this.
UserName: Border expansion