Hi Jan,

Since SDK 0.6 Oculus have implemented both rotational AND positional timewarp. 
The positional time warp require you to submit both a image texture as well as 
a depth texture. This depth texture is then used to calculate the tiny parallax 
effect due to movement between render and presentation. 

Best regards
Björn

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65033#65033





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

Reply via email to