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

