On Sun, Sep 6, 2015 at 7:34 PM, Björn Blissing <[email protected]> wrote: > 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.
Hum, alright. I was searching the documentation and the changelogs for this but haven't seen it mentioned anywhere. I do wonder whether it actually has any perceptible impact, considering the added complexity and the relative slowness of the position tracking. J. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

