Ah, I see. It's also amazing how they apparently precompute a correction
for chromatic aberration...
Sure, doing it with a proper projection is the cleanest solution. The
framebuffer trick was just the easiest solution we saw when we needed
Z-Buffering for the foreground (which is not required her
Hi,
I'm sorry, you should find it in [1] this time. It's easy to see that
it's not simply a stencil mask or similar. Also it would not make sense
to render into a framebuffer and then apply the distortion as this is an
unnecessary loss of quality, instead the math should be done right and a
re
HI!
Apparently [1] was lost. I don't know how the distortion looks like, just
remember having seen some rounded corners (stencil mask?).
Of course I am aware that Stellarium has other projections as well. For
Scenery3d my colleagues rendered OpenGL perspective into framebuffer
objects which were t
Am 2014-09-02 um 03:59 schrieb Georg Zotti:
> Does the Oculus Rift use something else than perspective (i.e. standard
> OpenGL) projection?
Of course it does, or does [1] look like normal perspective projection
to you? You have to keep the lens distortion in mind. Moreover have you
had a look at
Yes, they say so. The same should then apply by feeding the same image
into both eyes of an OR - It will look somewhat plastic just by its
binocularity.
G.
On Di, 2.09.2014, 11:49, Christoph Redecker wrote:
> Well they say that real binocular telescopes indeed give a much more
> plastic impressio
Well they say that real binocular telescopes indeed give a much more
plastic impression of the objects in view, even though they are
"infinitely" far away. I haven't tried it myself, though.
Regards
Christoph
Am 02.09.2014 10:59, schrieb Georg Zotti:
> Does the Oculus Rift use something else t
Does the Oculus Rift use something else than perspective (i.e. standard
OpenGL) projection?
There is likely no need for parallax support (differences in Left/Right
eye based on object distance, which is "infinite" in our case - you would
not perceive perspective parallax even for cases like "Ganyme
Hi,
seems like there's a lot of interest about this, I just got a mail on
Friday with the same question, this was my reply:
When the first dev kit came out, I did a very rough implementation
for stellarium, which would have needed a lot more fine tuning.
One of the biggest problems is to g
No, you may well be the first to contribute the plugin...
Regards,
G.
On Mo, 1.09.2014, 16:27, Mike Sabatino wrote:
> Hi, has there been any movement on Oculus Rift support? There was a thread
> from this time last year regarding a conversion but nothing since. Thanks-
> Mike
> --