---
title: "FisheyeProjection"
description: "API documentation for FisheyeProjection"
url: https://developer.disguise.one/python-api/docs/fisheyeprojection/
---

# FisheyeProjection

A mapping used to map content generated using a fisheye lens.  
This mapping type is typically used for dome surfaces.

projection.md - fragment contract, frame cycle, resource versioning.

Base class (inherits properties and methods): _[Projection](/python-api/docs/projection#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_

#### **diagonalFov** : _float_

Widest angle imaged across the diagonal, in degrees. Lenses are usually specified this way, so set it to match a lens and the horizontal field of view follows. Saturates where the fisheye type cannot image out to the corners.

#### **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 horizontal field of view of the projection, in degrees. Rendering and derived properties use this as if clamped to what the fisheye type can represent (see maxFov()).

_UserName: Horizontal field of view_

#### **fovRadiusRatio** : _float_ _(Read-Only)_

Radius the horizontal field of view reaches, as a fraction of the radius a 180 degree field of view would reach.

#### **maxFov** : _float_ _(Read-Only)_

Widest horizontal field of view the current fisheye type can represent, in degrees.

#### **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_

## Variables

#### **Content2D** : _Final\[int\]_ = 0

#### **Content3D** : _Final\[int\]_ = 1
