offscreen rendering is esential for fast 2d effects as well? also, how do we get screen space AO and screen space refelctions? something similar ? On Sep 18, 2015 10:05 AM, "Dalai Felinto" <[email protected]> wrote:
> Hi there, > > I've been pondering on how to get proper Oculus support in Blender > "viewport", and it came down to the ideas presented here: > http://www.dalaifelinto.com/?p=1108 > > Basically, I propose we expand our Blender/Game Engine API with the > following: > > * Allow off-screen rendering straight to a FBO bind id with custom > OpenGL matrices > * BGL extended to support glBindFramebuffer amount other required GL > functions > * BGE Video Texture ImageRender to support FBO rendering and custom > OpenGL matrices > > That should allow for not only oculus but any shader-based HMD (Head > Mounted Display) to use Blender (or rather, to have an addon written > to support it). > > Any thoughts on that? Can anyone come up with a different design to > address that? > > (in the link above I explain why I think a Python approach is > preferable over a deeper C integration between Blender and the Oculus > SDK). > > Thanks, > Dalai > -- > blendernetwork.org/dalai-felinto > www.dalaifelinto.com > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
