SKVideoNode only on a small part of SCNSphere
It's hard to say specifically what's going wrong, but I have a working solution here: https://github.com/alfiehanssen/ThreeSixtyPlayer
It uses an SKVideoNode for both monoscopic and stereoscopic spherical 360 video.
I do notice that you're not setting the position
or anchorPoint
of your SKScene, and this is something I believe you must do in order to get the SKVideoNode (material) positioned properly.
Swift video on sphere, black screen but can hear audio
You need to use SKVideoNode
to display a video on a sphere, see SKVideoNode only on a small part of SCNSphere - still minor issues, will update when it's fixed.
What is the correct way to map textures onto SCNSphere
I solved the problem by increasing the sphere geometry's segmentCount
value, which increases the detail of the polygon mesh used to render the shape, making it appear "smoother".
For more details see the SCNSphere documentation.
Wrong camera position playing 360 degree video, using SceneKit and CoreMotion
From what i can gather from your explanation is, that you have a problem with the so called Field of View
. It may look like the camera is zoomed
but actually it is not. Look for the FOV settings in your camera try settings like 90 degree.
SceneKit, flip direction of SCNMaterial
Instead of scaling the node (which may break your lighting) you can flip the mapping using SCNMaterialProperty's contentsTransform property:
material.diffuse.contentsTransform = SCNMatrix4MakeScale(1,-1,1)
material.diffuse.wrapT = SCNWrapModeRepeat // or translate contentsTransform by (0,1,0)
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