Hi Christian,

On 29 March 2013 13:30, Christian Buchner <[email protected]>wrote:

>
> Would supporting barrel predistortion for the Oculus Rift VR headset touch
> this area of work as well? Mathematically speaking it's slightly more
> advanced than keystoning, but both could be implemented with a distortion
> mesh.
>

In principle it would work in exactly the same way, the only difference
would be the mesh/texture coordinates you'd use in the second pass, the RTT
pass would be the same.

Given this the principle of general distortion correction would come down
to users provide the appropriate distortion scene graph and setting
projection/modelview matrix for the distortion correction Camera that
renders to the final screen.  For stereo on separate display outputs we'd
have two such distortion correction settings, but for stereo on a single
display (quad buffer/anaglyphic/interleaved) then we'd have just one.

Robert.
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