Psychtoolbox>PsychOculusVRCore.{mex*} subfunction

Return parameters needed for rendering and undistortion for Oculus device
‘eye’ which eye to provide the data: 0 = Left, 1 = Right.
‘inputWidth’ = Width of the rendered input image buffer in pixels.
‘inputHeight’ = Height of the rendered input image buffer in pixels.
‘fov’ Optional field of view in degrees, from line of sight: [leftdeg, rightdeg,
updeg, downdeg]. You can pass in the ‘fovPort’ value returned from
PsychOculusVR(‘GetFovTextureSize’); Defaults to whatever has been set for the
given eye in the last call to PsychOculusVR(‘GetFovTextureSize’); if omitted.

Return values:
[width, height] = Width and height of client renderbuffers in pixels. Same as
the provided ‘inputWidth’ and ‘inputHeight’.
[viewPx, viewPy, viewPw, viewPh] Render viewport [x,y,w,h] start (x,y) position,
width and height. Mostly useless atm., as viewPx and viewPy are always zero,
viewPw and viewPh are identical to width and height in the current driver
[pptax pptay] = Pixels per tangens angle at display center in x direction and y
[hmdShiftx, hmdShifty, hmdShiftz] = HmdToEyeViewOffset 3D translation vector.
Defines the location of the optical center of the eye relative to the origin of
the local head reference frame, ie. the tracked head position.
[meshVertices meshIndices] = Matrices with the definitions of the geometric
undistortion triangle meshes. ‘meshIndices’ is a vector of 0-based indices into
the vertex mesh ‘meshVertices’ for building a mesh out of triangles.
‘meshVertices’ is a matrix with as many columns as mesh vertices, each column
encoding one vertex. Each row encodes for one vertex property. See the Oculus
developers manual for explanation of the format.
[uvScaleX, uvScaleY, uvOffsetX, uvOffsetY] Scaling factors and offsets for
texture coordinates in normalized device coordinates.

###See also: GetFovTextureSize