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A Family Of Cameras For Every Deployment
Note that the majority VR devices provide this value, during which case setting the worth may have no impact. stereoTargetEyeDefines which eye of a VR show the Camera renders into.
stereoConvergenceDistance to a degree the place digital eyes converge. stereoSeparationThe distance between the digital eyes.
transparencySortAxisAn axis that describes the direction alongside which the distances of objects are measured for the aim of sorting. useJitteredProjectionMatrixForTransparentRenderingShould the jittered matrix be used for transparency rendering?
useOcclusionCullingWhether or not the Camera will use occlusion culling during rendering. usePhysicalPropertiesEnable [UsePhysicalProperties] to use physical camera properties to compute the sector of view and the frustum. velocityGet the world-space pace of the camera (Read Only).
Panasonic Lumix G100 Camera
stereoActiveEyeReturns the eye that’s at present rendering. If called when stereo just isn’t enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called throughout a camera rendering callback such as OnRenderImage it’ll return the currently rendering eye. If known as outside of a rendering callback and stereo is enabled, it’s going to return the default eye which is Camera.MonoOrStereoscopicEye.Left.