It seems to work out OK with my screen. I built the print and fold version in the OP, and just slide my phone in there. The same piece that divides the eyes also holds the phone in. I cut a slot in the top and bottom, and this piece slides into those slots, aligned with the thickness of the phone. I'm sure it's far from ideal (optically), but using the TriDef software, I can set it so it "looks right", but oddly not eye-popping 3D depth, even at 100%.TheRealistWord wrote: Nice! I've also been using my cell's display (can't quite afford to spend $115+ on an LCD panel and controller board atm). The problem is, it's a Motorola Triumph, and the screen is only 4.1" diagonally, way too small to actually use both lenses at once. The resolution is pretty decent at 800x480 though (same as your Galaxy SII). Question though - how are you managing to use your 4.3" screen? Are you using the pair of 2" 5x lens, or a different magnification? If you are using the 5x lens, I'm curious how that works out for you with such a small screen. Any tips?
Also, what's your setup with the Wii Motion +? I only just recently attempted to use that for head tracking, connected via bluetooth and running GlovePie on my laptop, but I'm actually a bit confused as to what comes next. I'm not sure if it's tracking all the rotations correctly, maybe I just need to test it out with a game that uses the mouse as the camera?
I'll have to mess around with it when I get home tonight. All the android > PC remote desktop/VPN apps I've tried had too much lag, I'll have to give Splashtop Remote a go!
For the WiiMotion Plus, I'm using this GlovePie Script:
Code: Select all
/*
WiiMotion Plus Mouse v 2010.01.14
by lednerg
Emulates the basic functionality of a Gyration Air Mouse.
Requires GlovePIE version .42 or higher.
Leave the Wiimote on your desk when starting so it can calibrate.
Hold B to move, A = Left-Click, + = Right-Click, Down = Middle-Click.
*/
var.MoveButton = wiimote.B
mouse.LeftButton = wiimote.A
mouse.RightButton = wiimote.Plus
mouse.MiddleButton = wiimote.Down
var.Speed = 75 // 0 to 100
PIE.FrameRate = 120hz
if wiimote.HasMotionPlus = false then debug = "WiiMotion Plus NOT DETECTED!"
if wiimote.HasMotionPlus = true and var.MoveButton = true {
var.YawSpeed = wiimote.MotionPlus.YawSpeed
var.PitchSpeed = wiimote.MotionPlus.PitchSpeed
if SameValue( Smooth(wiimote.SmoothRoll, 10), wiimote.SmoothRoll, 10) then var.Roll = Smooth(wiimote.SmoothRoll, 10) else var.Roll = wiimote.SmoothRoll
if var.Roll < 0 and var.Roll >= -90 {
var.XYswap = 1 - EnsureMapRange(var.Roll, -90, 0, 0, 1)
var.RightDown = -1
var.TopUp = 1
}
if var.Roll <= 90 and var.Roll >= 0 {
var.XYswap = 1 - EnsureMapRange(var.Roll, 90, 0, 0, 1)
var.RightDown = 1
var.TopUp = 1
}
if var.Roll > 90 and var.Roll <= 180 {
var.XYswap = 1 - EnsureMapRange(var.Roll, 90, 180, 0, 1)
var.RightDown = 1
var.TopUp = -1
}
if var.Roll < -90 and var.Roll >= -180 {
var.XYswap = 1 - EnsureMapRange(var.Roll, -90, -180, 0, 1)
var.RightDown = -1
var.TopUp = -1
}
var.SpeedX = var.TopUp * var.YawSpeed - ( var.TopUp * var.YawSpeed * var.XYswap ) + ( var.RightDown * var.PitchSpeed * var.XYswap )
var.SpeedY = var.TopUp * var.PitchSpeed - ( var.TopUp * var.PitchSpeed * var.XYswap) + ( -var.RightDown * var.YawSpeed * var.XYswap )
mouse.DirectInputX = int(var.MouseX)
mouse.DirectInputY = int(var.MouseY)
var.MouseX = var.MouseX + ( var.SpeedX / (10500000 - EnsureMapRange(var.Speed, 0, 100, 0, 10000000) ) )
var.MouseY = var.MouseY - ( var.SpeedY / (10500000 - EnsureMapRange(var.Speed, 0, 100, 0, 10000000) ) )
/* // for mouse.x and mouse.y instead
mouse.x = var.MouseX
mouse.y = var.MouseY
var.MouseX = var.MouseX + ( var.SpeedX / (20500 - EnsureMapRange(var.Speed, 0, 100, 0, 20000) ) )
var.MouseY = var.MouseY - ( var.SpeedY / (20500 - EnsureMapRange(var.Speed, 0, 100, 0, 20000) ) )
*/
}
if var.MoveButton = false {
var.MouseX = mouse.DirectInputX
var.MouseY = mouse.DirectInputY
/* // for mouse.x and mouse.y instead
var.MouseX = mouse.x
var.MouseY = mouse.y
*/
}
Good luck!