Hi Björn and all, I'd like to test an application on the Oculus with some post-process effect.
On the Oculus side, the only recommendation I've read ( https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_intro/ ) is to apply the post effect to both eyes independently (taking into account their z-depth). On the osg integration side, I see these points to be covered: 1. setup a scene with some post-processing cameras which is compatible with the 2-slaves cameras setup done by the OculusViewer 2. the post effect should probably affect only the color buffer copied to the Oculus, while the depth buffer (used for the time warp) should be the one written by the main render camera with the actual 3d scene values. I'm not sure which would be the best scheme to achieve that. In particular, it would be good to keep the current slave cameras setup with respect to projection and view matrices, but move the buffer management to the latest stage camera of the post-processing. What do you think? I'd like to help in coding/testing a solution. Ricky
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org