Why not just build an approximate mesh based on the Oculus projection formula? ;)
Christian 2013/4/3 Jan Ciger <[email protected]> > On 04/03/2013 10:58 AM, Robert Osfield wrote: > >> The question for me is how best to wire up the interface for the stereo >> support and any other schemes. One approach is to leave it low level >> viewer configuration where the user or a configuration file describe >> exactly what slave Camera are required, this will require just what we >> have right now in terms of the osgViewer API and implementation, the >> only addition would be a fully functioning viewer configuration file. >> Providing easier to use helper functions in osgViewer::View in addition >> to the viewer configuration file is what I'd like to do so the user can >> use either route or a combination of these - prior art to these helper >> functions are the View::setUpView*() methods. >> > > E.g. the Oculus Rift HMD needs two side-by-side views (slave cameras), > with barrel distortion and scaling. The parameters for this are described > using a formula, there isn't a mesh to project on, so a shader is required > to do the distortion. > > If there was a function that would set up two views like that using FBOs > or something, providing the hooks where to attach the required shaders, > that would be already hugely helpful. > > Regards, > > Jan > > ______________________________**_________________ > osg-users mailing list > osg-users@lists.**openscenegraph.org <[email protected]> > http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** > openscenegraph.org<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >
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