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>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to