Hi Christian,

I still haven't managed to get my hands on an Oculus Rift, but as soon as 
KickStarter rewards get delivered, I will work on this point.
There is already some kind of specific distortions implemented in OSG for 
dome projection (osgdistortion example).
>From what I've heard, the distorsion shader for the Rift is quite easy to 
implement.

      Luc - VRGeek and Rift fan



De :
Christian Buchner <[email protected]>
A :
OpenSceneGraph Users <[email protected]>
Date:
20/03/2013 19:32
Objet :
[osg-users] adding barrel distortion for stereoscopic rendering in Oculus 
Rift head set
Envoyé par :
[email protected]



Hi,

has anyone here started to add some Oculus Rift support as an additional 
stereoscopic mode of OSG?

It would require some barrel predistortion (with the exact parameters yet 
to be announced) and requires rendering at 60 FPS with vsync, side by 
side. 1280×800 resolution. It's probably a good idea to render each eye to 
an FBO and perform the barrel distortion in a pixel shader. Maybe the 
rendering to FBO needs to be done at a slightly higher resolution because 
the barrel distortion leads to a higher effective resolution at the center 
of the image. And you certainly don't want to see any aliasing there.

Christian
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